; 汉化版功夫人的cmd文件
;
; 两部分:按键定义和state入口（就是按什么键进入什么state。原谅我吧……想不出好名字了）
; (state入口在按键定义之后)
;
; 1. 按键定义
; ---------------------
; 注意: 按键和招式名分大小写。
; 八个方向分别是:
;   B, DB, D, DF, F, UF, U, UB     (全大写)
;   对应后，下后，下，下前，前，前上，上，上后。
; 六个按键是:
;   a, b, c, x, y, z               (全小写)
;   在默认按键的情况下，xyz在上排，abc在下排。
;   推荐使用xyz作为拳，abc作为脚。
;
; 每一个[Command]定义一个操作指令。
; 这些操作指令可以在cmd和cns里被调用。
; 操作指令的语法规范如下:c
;
;   [Command]
;   name = "指令名"
;   command = 按键输入
;   Time = 接受指令输入的时间 (可选)
;   buffer.Time = 输入缓存的时间 (可选)
;
; - 指令名
;   指令的名字，在调用时需要输入同样的名字，比如Trigger1=command="指令名"。
;   指令名区分大小写。(QCB_a和Qcb_a或者QCB_A不同)。
;
; - 按键输入
;   输入的按键的列表。每一个键由逗号隔开。一个方向键或者一个攻击键叫为一个符号。
;   方向键和攻击键之前可以用特殊符号来达到一些效果:
;   斜杠 (/) - 表示之后的一个键必须被按住不放
;          举例, command = /D       ;按住不放下方向键
;               command = /DB, a   ;按住不放下后方向键的时候按a
;   波浪号 (~) - 表示按键被松开
;          举例, command = ~a       ;松开a键
;               command = ~D, F, a ;松开下方向键，按前方向键，再按a
;          如果你想让某个键蓄力一段时间再放开，可以再波浪号之后加入你想保持蓄力的时间(以帧为单位)
;          举例, command = ~30a     ;按住a30帧，再松开
;   美金 ($) - 仅限上下左右方向键。表示包括正和斜方向
;          举例, command = $D       ;包括下，下后和下前
;               command = $B       ;包括后，下后和上后
;   加号 (+) - 仅限攻击键。表示同时按多个键。
;          举例, command = a+b      ;同时按a和b
;               command = x+y+z    ;同时按x，y和z
;   大于号 (>) - 表示上一次按键和这一次按键之中不能掺杂其他的按键
;          举例, command = a, >~a   ;按下a再松开a，而其中不按下或者松开其他键
;   这些符号可以组合使用:
;     举例, command = ~30$D, a+b     ;按住下，下后或者下前30帧，松开，然后同时按a和b
;
;   注意: 连续按方向键的指令会被MUGEN引擎自动理解如下:
;         举例，cmd文件中的定义:
;           command = F, F
;         会被引擎理解成:
;           command = F, >~F, >F
;
;   对于有多个方向键的定义，例如四分之一圈下前，为了让招数能更容易的使出，最好在定义由一个"松开方向键"起始。
;
; - 指令输入时间 (可选)
;   接受指令输入的时间，以帧为单位。默认值可以在[Defaults]条目修改，通常为15。
;
; - 指令缓存时间 (可选)
;   输入的指令被缓存的时间。当一个指令被输入时，它在这段时间里都是有效的。
;   最基本的情况是设置成值为1。这种情况下只有在这一帧输入指令才会执行。如果值更高，比如3或4，输入会提前进入缓存，然后当可以执行时就被执行。这样人物的操作会松快一些，因为玩家可以提前输入指令，比如在还没有击中敌人时就开始取消，或者从受击状态还没有获得控制时就切反。
;   但这也有副作用，因为在缓存的期间会认为一直在输入这个指令。举例来说，把这个值设成30，然后发一个很快的招式，比如功夫人的站轻拳，看它的效果。
;   默认值可以在[Defaults]条目修改。
;   这个参数对蓄力指令不起作用，参数的值会自动当作1。
;
; 如果有多种输入有同样的名子，每一种输入都会读出这个指令。你可以用这个技巧来让一个招式接受不同的输入。
;
; 以下是一些常用指令的输入示例:
;
; [Command] ;下前 + x
; name = "下前x"
; command = ~D, DF, F, x
;
; [Command] ;向后半圈 + a
; name = "后半圈a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;下前下前 + y
; name = "下前下前y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;连打b
; name = "连打b"
; command = b, b, b, b, b
; Time = 30
;
; [Command] ;蓄后，前 + z
; name = "蓄后前z"
; command = ~60$B, F, z
; Time = 10
;
; [Command] ;蓄下，上 + c
; name = "蓄下上c"
; command = ~60$D, U, c
; Time = 10


;-| 重新排列按键 |-----------------------------------------------------
; 这一段可以让玩家简单的重新排列攻击按键。格式是:
;  以前对应的键 = 修改后的键
; 如果不填写修改后的键，则以前对应的键将失效。
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| 默认输入时间 |-------------------------------------------------------
[Defaults]
; 默认接受指令的时间，最小为1。
command.Time = 15

; 默认指令蓄力的时间，最小为1，最大为30。
command.buffer.Time = 1


;------------------------------------------------------------------------------
;-| リーダー超必殺技 |---------------------------------------------------------

[Command]
name = "6321463214E"
command = ~F, $D, B, F, $D, B, z
Time = 35

[Command]
name = "236236E"
command = ~D, F, D, F, z
Time = 30

[Command]
name = "214214E"
command = ~D, B, D, B, z
Time = 30

[Command]
name = "2141236AC"
command = ~D, B, $D, F, x+y
Time = 30

[Command]
name = "236236AC"
command = ~D, F, $D, F, x+y
Time = 30

[Command]
name = "236236BD"
command = ~D, F, $D, F, a+b
Time = 30


;------------------------------------------------------------------------------
;-| 超必殺技 |-----------------------------------------------------------------

[Command]
name = "6321463214D"
command = ~F, D, B, F, D, B, b
Time = 35

[Command]
name = "6321463214C"
command = ~F, D, B, F, D, B, y
Time = 35

[Command]
name = "6321463214B"
command = ~F, D, B, F, D, B, a
Time = 35

[Command]
name = "6321463214A"
command = ~F, D, B, F, D, B, x
Time = 35

[Command]
name = "2141236D"
command = ~D, B, $D, F, b
Time = 30

[Command]
name = "2141236C"
command = ~D, B, $D, F, y
Time = 30

[Command]
name = "2141236B"
command = ~D, B, $D, F, a
Time = 30

[Command]
name = "2141236A"
command = ~D, B, $D, F, x
Time = 30

[Command]
name = "236236D"
command = ~D, F, D, F, b
Time = 30

[Command]
name = "236236C"
command = ~D, F, D, F, y
Time = 30

[Command]
name = "236236B"
command = ~D, F, D, F, a
Time = 30

[Command]
name = "236236A"
command = ~D, F, D, F, x
Time = 30

;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------

[Command]
name = "63214A"
command = ~F, $D, B, x
Time = 20

[Command]
name = "63214B"
command = ~F, $D, B, a
Time = 20

[Command]
name = "63214C"
command = ~F, $D, B, y
Time = 20

[Command]
name = "63214D"
command = ~F, $D, B, b
Time = 20

[Command]
name = "63214AC"
command = ~F, $D, B, x+y
Time = 20

[Command]
name = "63214BD"
command = ~F, $D, B, a+b
Time = 20

[Command]
name = "623A"
command = ~F, $D, F, x
Time = 14

[Command]
name = "623B"
command = ~F, $D, F, a
Time = 14

[Command]
name = "623C"
command = ~F, $D, F, y
Time = 14

[Command]
name = "623D"
command = ~F, $D, F, b
Time = 14

[Command]
name = "623AC"
command = ~F, $D, F, x+y
Time = 14

[Command]
name = "623BD"
command = ~F, $D, F, a+b
Time = 14

[Command]
name = "421A"
command = ~B, $D, B, x
Time = 14

[Command]
name = "421B"
command = ~B, $D, B, a
Time = 14

[Command]
name = "421C"
command = ~B, $D, B, y
Time = 14

[Command]
name = "421D"
command = ~B, $D, B, b
Time = 14

[Command]
name = "421BD"
command = ~B, $D, B, a+b
Time = 14

[Command]
name = "421AC"
command = ~B, $D, B, x+y
Time = 14

[Command]
name = "236A"
command = ~D, F, x
Time = 16

[Command]
name = "236B"
command = ~D, F, a
Time = 16

[Command]
name = "236C"
command = ~D, F, y
Time = 16

[Command]
name = "236D"
command = ~D, F, b
Time = 16

[Command]
name = "236AC"
command = ~D, F, x+y
Time = 16

[Command]
name = "236BD"
command = ~D, F, a+b
Time = 16

[Command]
name = "214A"
command = ~D, B, x
Time = 16

[Command]
name = "214B"
command = ~D, B, y
Time = 16

[Command]
name = "214C"
command = ~D, B, y
Time = 16

[Command]
name = "214D"
command = ~D, B, x
Time = 16

[Command]
name = "214AC"
command = ~D, B, x+y
Time = 16

[Command]
name = "214BD"
command = ~D, B, a+b
Time = 16

[Command]
name = "6326B"
command = ~F, D, F, a
Time = 16

[Command]
name = "6326D"
command = ~F, D, F, b
Time = 16

[Command]
name = "6326BD"
command = ~F, D, F, a+b
Time = 16

[Command]
name = "jump"
command = D, $U
Time = 12

;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------
[Command]
name = "FF"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = F, F
Time = 10

[Command]
name = "BB"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = B, B
Time = 10

;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "debug"
command = c+z
Time = 1

[Command]
name = "ふっとばし攻撃"
command = y+b
Time = 1

[Command]
name = "ふっとばし攻撃"
command = c
Time = 1

[Command]
name = "MAX発動"
command = a+y
Time = 1

;[Command]
;name = "MAX発動"
;command = c
;Time = 1

[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = x+a
Time = 1

[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = z
Time = 1

[Command]
name = "x+y"
command = x+y
Time = 1

[Command]
name = "a+b"
command = a+b
Time = 1

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[Command]
name = "a"
command = a
Time = 1

[Command]
name = "b"
command = b
Time = 1

[Command]
name = "c"
command = c
Time = 1

[Command]
name = "x"
command = x
Time = 1

[Command]
name = "y"
command = y
Time = 1

[Command]
name = "z"
command = z
Time = 1

[Command]
name = "start"
command = s
Time = 1

[command]
name = "fwd"
command = F
Time = 1

[command]
name = "back"
command = B
Time = 1

[command]
name = "up"
command = U
Time = 1

[command]
name = "down"
command = D
Time = 1

;------------------------------------------------------------------------------
;-| 押しっぱなし |-------------------------------------------------------------

[Command]
name = "holdfwd"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$F
Time = 1

[Command]
name = "holdback"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$B
Time = 1

[Command]
name = "holdup"    ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$U
Time = 1

[Command]
name = "holddown"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$D
Time = 1

[Command]
name = "holdxy"
command = /$x+y
Time = 1

[Command]
name = "holdab"
command = /$a+b
Time = 1

[Command]
name = "holda"
command = /$a
Time = 1

[Command]
name = "holdb"
command = /$b
Time = 1

[Command]
name = "holdc"
command = /$c
Time = 1

[Command]
name = "holdx"
command = /$x
Time = 1

[Command]
name = "holdy"
command = /$y
Time = 1

[Command]
name = "holdz"
command = /$z
Time = 1

[Command]
name = "jump"    
command = D, $U
Time = 12
buffer.Time = 4

;---------------------------------------------------------------------------
; 2. state入口
; --------------
; 在这一段里，人物会依据输入来转到相应的state里。
;
; 入口示例如下:
;   [State -1, 标签]           ;标签可以是任意你想要来标注这个入口的名字
;   type = ChangeState          ;不要改
;   value = 要跳转到的state
;   Trigger1 = command = "招式名"
;   . . .  (其他Trigger)
;
; - 一些常用的Trigger:
;   - StateType
;       S, C or A : 现在人物的状态 (站立, 下蹲, 空中)
;   - Ctrl
;       0 or 1 : 如果人物可控，则值为1，否则为0。除非取消另一个招数，否则出招是一般要求Ctrl=1
;   - StateNo
;       现在人物的state号 - 在取消招数时常用。
;   - movecontact
;       0 or 1 : 如果上一个招数接触到了敌人，则值为1，否则为0。在取消招数时常用。
;
; 注意: 入口的顺序很重要。
;   如果指令A是指令B的一部分，则指令B的入口应排在指令A前。
;   比如说，下前下前XY应该排在下前XY之前，下前XY应该排在下前X之前，下前X应该排在X之前。
;
; 关于Trigger的详细解释，请参阅MUGEN自带的cns参考说明。
;
; 提示:
; 这部分是cns的延伸。-1这个state是一个特殊state，无论人物实际上在哪个state，-1这个state每一帧都会执行。


; 不要删除下面这行。语法标准要求CMD文件必须包括这行。
[Statedef -1]
;==============================================================================
;リーダー超必殺技
;==============================================================================
;伍百弐拾四式·神塵
[State -1, 伍百弐拾四式·神塵]
Type = ChangeState
Value = 4000
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "6321463214E"
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 4000 && var(40) = 0 || power >= 1000 && var(40) > 0
Trigger5 = var(7) = 1

;------------------------------------------------------------------------------
;千弐百七拾五式·薙鎌
[State -1, 千弐百七拾五式·薙鎌]
Type = ChangeState
Value = 4300
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "214214E"
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 4000 && var(40) = 0 || power >= 1000 && var(40) > 0
Trigger5 = var(7) = 1

;------------------------------------------------------------------------------
;最終決戦奥義・零式
[State -1, 最終決戦奥義・零式]
Type = ChangeState
Value = 4100
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236236E"
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 4000 && var(40) = 0 || power >= 1000 && var(40) > 0
Trigger5 = var(7) = 1

;==============================================================================
;MAX超必殺技
;==============================================================================
;MAX裏百八式·大蛇薙
[State -1, MAX裏百八式·大蛇薙]
Type = ChangeState
Value = 3050
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "2141236AC"
TriggerAll = power >= 3000 && var(40) = 0 || power >= 1000 && var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 4000 && var(40) = 0 || power >= 1000 && var(40) > 0
Trigger5 = var(7) = 1

;MAX裏九拾九式・白矢
[State -1, MAX裏九拾九式・白矢]
Type = ChangeState
Value = 3120
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236236AC"
TriggerAll = power >= 3000 && var(40) = 0 || power >= 1000 && var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 4000 && var(40) = 0 || power >= 1000 && var(40) > 0
Trigger5 = var(7) = 1

;MAX千九百九拾九式·霧焔
[State -1, MAX千九百九拾九式·霧焔]
Type = ChangeState
Value = 3810
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236236BD"
TriggerAll = power >= 3000 && var(40) = 0 || power >= 1000 && var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 4000 && var(40) = 0 || power >= 1000 && var(40) > 0
Trigger5 = var(7) = 1
;
;;MAX千九百九拾九式·霧焔
;[State -1, MAX千九百九拾九式·霧焔]
;Type = ChangeState
;Value = 3810
;TriggerAll = var(59) != 1
;TriggerAll =!Ishelper
;TriggerAll = RoundState = 2
;TriggerAll = Enemy,Stateno = 3810
;TriggerAll = StateType != A
;Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
;Trigger2 = var(1) = 1
;Trigger3 = var(1) = 2
;Trigger4 = var(1) = 3
;Trigger4 = power >= 4000 && var(40) = 0 || power >= 1000 && var(40) > 0
;Trigger5 = var(7) = 1

;==============================================================================
;超必殺技
;==============================================================================
;弱裏百八式·大蛇薙
[State -1, 弱裏百八式·大蛇薙]
Type = ChangeState
Value = 3000
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "2141236A"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
Trigger5 = var(7) = 1

;強裏百八式·大蛇薙
[State -1, 強裏百八式·大蛇薙]
Type = ChangeState
Value = 3010
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "2141236C"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
Trigger5 = var(7) = 1

;空中裏百八式·大蛇薙
[State -1, 空中裏百八式·大蛇薙]
Type = ChangeState
Value = 3070
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "2141236A" || command = "2141236C"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType = A
Trigger1 = Ctrl || StateNo = 105
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
Trigger5 = var(7) = 1

;空中裏百八式·大蛇薙
;[State -1, 空中裏百八式·大蛇薙]
;Type = ChangeState
;Value = 3070
;TriggerAll = var(59) != 1
;TriggerAll =!Ishelper
;TriggerAll = RoundState = 2
;;TriggerAll = command = "2141236A" || command = "2141236C"
;TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
;TriggerAll = StateType = A
;Trigger1 = StateNo = 105

;------------------------------------------------------------------------------
;千九百九拾九式・霧焔
[State -1, 千九百九拾九式・霧焔]
Type = ChangeState
Value = 3800
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236236B" || command = "236236D"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
Trigger5 = var(7) = 1

;------------------------------------------------------------------------------
;最終決戦奥義・無式'96
[State -1, 最終決戦奥義・無式'96]
Type = ChangeState
Value = 3100
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236236A"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
Trigger5 = var(7) = 1

;千百弐拾七式・都牟刈
[State -1, 千百弐拾七式・都牟刈]
Type = ChangeState
Value = 3110
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236236C"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(1) = 3
Trigger4 = power >= 2000 && var(40) = 0 || var(40) > 0
Trigger5 = var(7) = 1

;==============================================================================
;必殺技
;==============================================================================
;EX四百弐拾七式·轢鉄(2000)
[State -1, EX四百弐拾七式·轢鉄(2000)]
Type = ChangeState
Value = 2200
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "63214AC"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1400,1430]) && (StateNo != [2190,2195])

;EX弐百拾弐式·琴月　陽
[State -1, EX弐百拾弐式·琴月　陽]
Type = ChangeState
Value = 2190
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "63214BD"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [2100,2110]) && StateNo != 2200

;弱四百弐拾七式·轢鉄('99)
[State -1, 弱弐百拾弐式·琴月　陽]
Type = ChangeState
Value = 1400
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "63214B"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1400,1430]) && (StateNo != [2190,2195])

;強弐百拾弐式·琴月　陽
[State -1, 強弐百拾弐式·琴月　陽]
Type = ChangeState
Value = 1415
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "63214D"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1400,1430]) && (StateNo != [2190,2195])

;------------------------------------------------------------------------------
;EX百式·鬼焼き
[State -1, EX百式·鬼焼き]
Type = ChangeState
Value = 2170
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "623AC"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1100,1110]) && StateNo != 2170

;弱百式·鬼焼き
[State -1, 弱百式·鬼焼き]
Type = ChangeState
Value = 1100
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "623A"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1100,1110])

;強百式·鬼焼き
[State -1, 強百式·鬼焼き]
Type = ChangeState
Value = 1110
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "623C"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1100,1110])

;------------------------------------------------------------------------------
;EXR.E.D.kick
[State -1, EXR.E.D.kick]
Type = ChangeState
Value = 2260
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "421BD"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1800,1810])

;弱R.E.D.kick
[State -1, 弱R.E.D.kick]
Type = ChangeState
Value = 1800
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "421B"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1800,1810])

;強R.E.D.kick
[State -1, 強R.E.D.kick]
Type = ChangeState
Value = 1810
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "421D"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1800,1810])

;弱空中R.E.D.kick
[State -1, 弱R.E.D.kick]
Type = ChangeState
Value = 1820
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "421B"
triggerall = statetype = A
triggerall = Pos Y < -20
Trigger1 = Ctrl
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1800,1830])

;強空中R.E.D.kick
[State -1, 強R.E.D.kick]
Type = ChangeState
Value = 1830
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "421D"
triggerall = statetype = A
triggerall = Pos Y < -20
Trigger1 = Ctrl
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1800,1830])

;------------------------------------------------------------------------------
;EX百壱式·朧車
[State -1, EX百壱式·朧車]
Type = ChangeState
Value = 2250
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "6326BD"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1500,1510]) && StateNo != 2250

;弱百壱式·朧車
[State -1, 弱百壱式·朧車]
Type = ChangeState
Value = 1500
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "6326B"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1500,1510])

;強百壱式·朧車
[State -1, 強百壱式·朧車]
Type = ChangeState
Value = 1510
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "6326D"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1500,1510])

;------------------------------------------------------------------------------
;EX百拾五式·毒咬み
;[State -1, EX百拾五式·毒咬み]
;Type = ChangeState
;Value = 2210
;TriggerAll = var(59) != 1
;TriggerAll =!Ishelper
;TriggerAll = RoundState = 2
;TriggerAll = command = "236AC"
;TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
;TriggerAll = StateType != A
;Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
;Trigger2 = var(1) = 1
;Trigger3 = var(1) = 2
;Trigger4 = var(7) = 1 && (StateNo != [1700,1799]) && (StateNo != [2210,2230])
;
;;百拾四式·荒咬み
;[State -1, 百拾四式·荒咬み]
;Type = ChangeState
;Value = 1600
;TriggerAll = var(59) != 1
;TriggerAll =!Ishelper
;TriggerAll = RoundState = 2
;TriggerAll = command = "236A"
;TriggerAll = StateType != A
;Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
;Trigger2 = var(1) = 1
;Trigger3 = var(1) = 2
;Trigger4 = var(7) = 1 && (StateNo != [1600,1699]) && (StateNo != [2210,2230])
;
;;百拾五式·毒咬み
;[State -1, 百拾五式·毒咬み]
;Type = ChangeState
;Value = 1700
;TriggerAll = var(59) != 1
;TriggerAll =!Ishelper
;TriggerAll = RoundState = 2
;TriggerAll = command = "236C"
;TriggerAll = StateType != A
;Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
;Trigger2 = var(1) = 1
;Trigger3 = var(1) = 2
;Trigger4 = var(7) = 1 && (StateNo != [1700,1799]) && (StateNo != [2210,2230])

;------------------------------------------------------------------------------
;EX七拾五式·改
[State -1, EX七拾五式·改]
Type = ChangeState
Value = 2180
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236BD"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1200,1211]) && StateNo != 2180

;弱七拾五式·改
[State -1, 弱七拾五式·改]
Type = ChangeState
Value = 1200
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236B"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1200,1211])

;強七拾五式·改
[State -1, 強七拾五式·改]
Type = ChangeState
Value = 1210
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236D"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1200,1211])

;------------------------------------------------------------------------------
;EX百八式·闇払い
[State -1, EX百八式·闇払い]
Type = ChangeState
Value = 2150
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236AC"
TriggerAll = power >= 1000 && var(40) = 0 || var(40) > 0
TriggerAll = StateType != A
TriggerAll =!NumProj
TriggerAll =!NumHelper(1050)
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1000,1010]) && StateNo != 2150

;弱百八式·闇払い
[State -1, 弱百八式·闇払い]
Type = ChangeState
Value = 1000
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236A"
TriggerAll = StateType != A
TriggerAll =!Numproj
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1000,1010])

;強百八式·闇払い
[State -1, 強百八式·闇払い]
Type = ChangeState
Value = 1010
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "236C"
TriggerAll = StateType != A
TriggerAll =!Numproj
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1000,1010])

;------------------------------------------------------------------------------
;弱九百拾式·鵺摘み
[State -1, 弱九百拾式·鵺摘み]
Type = ChangeState
Value = 1300
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "214A"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1300,1310])

;強九百拾式·鵺摘み
[State -1, 強九百拾式·鵺摘み]
Type = ChangeState
Value = 1310
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "214C"
TriggerAll = StateType != A
Trigger1 = Ctrl || (Stateno = [20,22]) || StateNo = 40 || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1
Trigger3 = var(1) = 2
Trigger4 = var(7) = 1 && (StateNo != [1300,1310])

;==============================================================================
;各種システム
;==============================================================================
;MAX発動
[State -1, MAX発動]
Type = ChangeState
Value = 750
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "MAX発動"
TriggerAll = power >= 1000 && var(40) = 0
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1

;---------------------------------------------------------------------------
;クイックMAX発動
[State -1, クイックMAX発動]
Type = ChangeState
Value = 751
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "MAX発動" || command = "ふっとばし攻撃"
TriggerAll = power >= 2000 && var(40) = 0
TriggerAll = StateType != A
Trigger1 = (StateNo = [200,499]) && Movecontact = 1

;ガードキャンセル後方緊急回避
[State -1, ガードキャンセル後方緊急回避]
Type = ChangeState
Value = 710
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "recovery"
TriggerAll = command = "holdback" && command != "holddown"
TriggerAll = power >= 1000
TriggerAll = StateType != A
Trigger1 = (StateNo = 150 || StateNo = 152) && HitShakeOver
Trigger1 = var(16) := 2

;後方緊急回避
[State -1, 後方緊急回避]
Type = ChangeState
Value = 710
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "recovery"
TriggerAll = command = "holdback" && command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger1 = var(16) := 1

;---------------------------------------------------------------------------
;クイック緊急回避
[State -1, クイック緊急回避]
Type = ChangeState
Value = 700
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "recovery"
TriggerAll = command != "holdback" && command != "holddown"
TriggerAll = power >= 1000
TriggerAll = StateType != A
Trigger1 = (StateNo = [200,499]) && (Movecontact = 1 || Movereversed = 1)
Trigger1 = var(16) := 2

;ガードキャンセル前方緊急回避
[State -1, ガードキャンセル前方緊急回避]
Type = ChangeState
Value = 700
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "recovery"
TriggerAll = command != "holdback" && command != "holddown"
TriggerAll = power >= 1000
TriggerAll = StateType != A
Trigger1 = (StateNo = 150 || StateNo = 152) && HitShakeOver
Trigger1 = var(16) := 2

;前方緊急回避
[State -1, 前方緊急回避]
Type = ChangeState
Value = 700
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "recovery"
TriggerAll = command = "holdfwd" && command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger1 = var(16) := 1

;前方緊急回避
[State -1, 前方緊急回避]
Type = ChangeState
Value = 740
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "recovery"
TriggerAll = command != "holdback" && command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1

;------------------------------------------------------------------------------
;ガードキャンセルふっとばし攻撃
[State -1, ガードキャンセルふっとばし攻撃]
Type = ChangeState
Value = 255
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "ふっとばし攻撃"
TriggerAll = command != "holddown"
TriggerAll = power >= 1000
TriggerAll = StateType != A
Trigger1 = (StateNo = 150 || StateNo = 152) && HitShakeOver

;---------------------------------------------------------------------------
;ふっとばし攻撃
[State -1, Blowback Attack Ground]
Type = ChangeState
Value = 250
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "ふっとばし攻撃"
TriggerAll = command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1

;---------------------------------------------------------------------------
;ジャンプふっとばし攻撃
[State -1, Blowback Attack Air]
Type = ChangeState
Value = 650
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "ふっとばし攻撃"
TriggerAll = StateType = A
Trigger1 = Ctrl

;---------------------------------------------------------------------------
;P投げ
[State -1, Throw]
Type = ChangeState
Value = 800
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "y"
TriggerAll = command = "holdfwd" || command = "holdback"
TriggerAll = command != "holddown"
TriggerAll = StateType != A
Trigger1 = P2BodyDist X <= 11
Trigger1 = p2StateType != A && p2MoveType != H
Trigger1 = Ctrl

;---------------------------------------------------------------------------
;K投げ
[State -1, Throw]
Type = ChangeState
Value = 805
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "b"
TriggerAll = command = "holdfwd" || command = "holdback"
TriggerAll = command != "holddown"
TriggerAll = StateType != A
Trigger1 = P2BodyDist X <= 11
Trigger1 = p2StateType != A && p2MoveType != H
Trigger1 = Ctrl

;------------------------------------------------------------------------------
;挑発
[State -1, Taunt]
Type = ChangeState
Value = 160
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "start"
TriggerAll = StateType != A
TriggerAll = StateNo != 160
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1

;---------------------------------------------------------------------------
;ダッシュ
[State -1, Dash]
Type = ChangeState
Value = 100
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "FF"
TriggerAll = StateType != A
Trigger1 = Ctrl

;バックステップ
[State -1, Back Step]
Type = ChangeState
Value = 105
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "BB"
TriggerAll = StateType != A
Trigger1 = Ctrl

;==============================================================================
;特殊技
;==============================================================================
;外式·轟斧　陽
[State -1, 外式·轟斧　陽]
Type = ChangeState
Value = 300 + ((var(1) = 1) * 5)
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "a" && command = "holdfwd" && command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1

;---------------------------------------------------------------------------
;八拾八式
[State -1, 八拾八式]
Type = ChangeState
Value = 310
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "b" && command = "holdfwd" && command = "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = var(1) = 1

;---------------------------------------------------------------------------
;外式·奈落落とし
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "y" && command = "holddown"
TriggerAll = StateType = A
Trigger1 = Ctrl || StateNo = 105 || StateNo = 110
Trigger2 = StateNo = 630 && MoveContact

;------------------------------------------------------------------------------
;外式·霞焔刈
[State -1, 外式·霞焔刈]
type = ChangeState
value = 340
TriggerAll = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
TriggerAll = Command = "y" && Command = "holdfwd" && Command = "holddown" 
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 752 || var(2) >= 1
trigger2 = var(1) = 1 && (!movecontact || movecontact >= 2)

;外式·霞焔刈(キャンセル版)
[State -1, 外式·霞焔刈(キャンセル版)]
type = ChangeState
value = 345
TriggerAll = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
TriggerAll = Command = "y" && Command = "holdfwd" && Command = "holddown" 
triggerall = statetype != A
trigger1 = var(1) = 1 && movecontact

;==============================================================================
;通常技
;==============================================================================
;近距離立ち弱パンチ
[State -1, Stand Light Punch]
Type = ChangeState
Value = 205
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "x"
TriggerAll = command != "holddown"
TriggerAll = StateType != A
;TriggerAll = P2BodyDist X <= 21
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = StateNo = 200 && AnimElem = 2,>= 2 || StateNo = 200 && MoveContact
Trigger3 = StateNo = 205 && AnimElem = 2,>= 2 || StateNo = 205 && MoveContact
Trigger4 = StateNo = 235 && AnimElem = 3,>= 2 || StateNo = 235 && MoveContact
Trigger5 = StateNo = 400 && AnimElem = 2,>= 2 || StateNo = 400 && MoveContact
Trigger6 = StateNo = 430 && AnimElem = 2,>= 2 || StateNo = 430 && MoveContact

;遠距離立ち弱パンチ
;[State -1, Stand Light Punch]
;Type = ChangeState
;Value = 200
;TriggerAll = var(59) != 1
;TriggerAll =!Ishelper
;TriggerAll = RoundState = 2
;TriggerAll = command = "X"
;TriggerAll = command != "holddown"
;TriggerAll = StateType != A
;Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
;Trigger2 = StateNo = 200 && AnimElem = 2,>= 2 || StateNo = 200 && MoveContact
;Trigger3 = StateNo = 205 && AnimElem = 2,>= 2 || StateNo = 205 && MoveContact
;Trigger4 = StateNo = 235 && AnimElem = 3,>= 2 || StateNo = 235 && MoveContact
;Trigger5 = StateNo = 400 && AnimElem = 2,>= 2 || StateNo = 400 && MoveContact
;Trigger6 = StateNo = 430 && AnimElem = 2,>= 2 || StateNo = 430 && MoveContact

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "y"
TriggerAll = command != "holddown"
TriggerAll = StateType != A
TriggerAll = P2BodyDist X <= 39
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = StateNo = 200 && AnimElem = 3,>= 0
Trigger3 = StateNo = 205 && AnimElem = 3,>= 0
Trigger4 = StateNo = 235 && AnimElem = 4,>= 0
Trigger5 = StateNo = 400 && AnimElem = 3,>= 0
Trigger6 = StateNo = 430 && AnimElem = 3,>= 0

;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 210
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "y"
TriggerAll = command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1

;------------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "a"
TriggerAll = command != "holddown"
TriggerAll = StateType != A
;TriggerAll = P2BodyDist X <= 21
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = StateNo = 200 && AnimElem = 2,>= 2 || StateNo = 200 && MoveContact
Trigger3 = StateNo = 205 && AnimElem = 2,>= 2 || StateNo = 205 && MoveContact
Trigger4 = StateNo = 235 && AnimElem = 3,>= 2 || StateNo = 235 && MoveContact
Trigger5 = StateNo = 400 && AnimElem = 2,>= 2 || StateNo = 400 && MoveContact
Trigger6 = StateNo = 430 && AnimElem = 2,>= 2 || StateNo = 430 && MoveContact

;遠距離立ち弱キック
;[State -1, Stand Light Kick]
;Type = ChangeState
;Value = 230
;TriggerAll = var(59) != 1
;TriggerAll =!Ishelper
;TriggerAll = RoundState = 2
;TriggerAll = command = "a"
;TriggerAll = command != "holddown"
;TriggerAll = StateType != A
;Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
;Trigger2 = StateNo = 200 && AnimElem = 2,>= 2 || StateNo = 200 && MoveContact
;Trigger3 = StateNo = 205 && AnimElem = 2,>= 2 || StateNo = 205 && MoveContact
;Trigger4 = StateNo = 235 && AnimElem = 3,>= 2 || StateNo = 235 && MoveContact
;Trigger5 = StateNo = 400 && AnimElem = 2,>= 2 || StateNo = 400 && MoveContact
;Trigger6 = StateNo = 430 && AnimElem = 2,>= 2 || StateNo = 430 && MoveContact

;近距離立ち強キック
[State -1, Stand Strong Kick]
Type = ChangeState
Value = 245
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "b"
TriggerAll = command != "holddown"
TriggerAll = StateType != A
TriggerAll = P2BodyDist X <= 37
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1

;遠距離立ち強キック
[State -1, Stand Strong Kick]
Type = ChangeState
Value = 240
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "b"
TriggerAll = command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1

;------------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "x"
TriggerAll = command = "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = StateNo = 200 && AnimElem = 2,>= 2 || StateNo = 200 && MoveContact
Trigger3 = StateNo = 205 && AnimElem = 2,>= 2 || StateNo = 205 && MoveContact
Trigger4 = StateNo = 235 && AnimElem = 3,>= 2 || StateNo = 235 && MoveContact
Trigger5 = StateNo = 400 && AnimElem = 2,>= 2 || StateNo = 400 && MoveContact
Trigger6 = StateNo = 430 && AnimElem = 2,>= 2 || StateNo = 430 && MoveContact

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
Type = ChangeState
Value = 410
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "y"
TriggerAll = command = "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1

;------------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "a"
TriggerAll = command = "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1
Trigger2 = StateNo = 200 && AnimElem = 2,>= 2 || StateNo = 200 && MoveContact
Trigger3 = StateNo = 205 && AnimElem = 2,>= 2 || StateNo = 205 && MoveContact
Trigger4 = StateNo = 235 && AnimElem = 3,>= 2 || StateNo = 235 && MoveContact
Trigger5 = StateNo = 400 && AnimElem = 2,>= 2 || StateNo = 400 && MoveContact
Trigger6 = StateNo = 430 && AnimElem = 2,>= 2 || StateNo = 430 && MoveContact

;しゃがみ強キック
[State -1, Crouching Strong Kick]
Type = ChangeState
Value = 440
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "b"
TriggerAll = command = "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl || (StateNo = [100,101]) || StateNo = 752 || var(2) >= 1

;------------------------------------------------------------------------------
;ジャンプ弱パンチ
[State -1, Jump Light Punch]
Type = ChangeState
Value = 600
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "x"
TriggerAll = StateType = A
Trigger1 = Ctrl

;ジャンプ強パンチ
[State -1, Jump Strong Punch]
Type = ChangeState
Value = 610
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "y"
TriggerAll = StateType = A
Trigger1 = Ctrl

;------------------------------------------------------------------------------
;ジャンプ弱キック
[State -1, Jump Light Kick]
Type = ChangeState
Value = 630
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "a"
TriggerAll = StateType = A
Trigger1 = Ctrl

;ジャンプ強キック
[State -1, Jump Strong Kick]
Type = ChangeState
Value = 640
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "b"
TriggerAll = StateType = A
Trigger1 = Ctrl

;==============================================================================
;その他
;==============================================================================
;ジャンプ
[State -1, Jump]
Type = ChangeState
Value = 40
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "holdup"
Trigger1 = (StateNo = [10,12]) || var(2) >= 1

;歩行
[State -1, Walk]
Type = ChangeState
Value = 20
Ctrl = 1
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "holdfwd" || command = "holdback"
TriggerAll = command != "holddown"
Trigger1 = (StateNo = [10,12]) || var(2) >= 1

;ガード
[State -1, Guard]
Type = ChangeState
Value = 120
Ctrl = 1
TriggerAll = var(59) != 1
TriggerAll =!Ishelper
TriggerAll = RoundState = 2
TriggerAll = command = "holdback"
TriggerAll =!(StateType = A && (Vel X > 0 || Pos Y >= -32 || Helper(40000),var(1) = 0))
TriggerAll = StateNo != 40 && (StateNo != [120,155])
Trigger1 = InGuardDist
Trigger1 = Ctrl || var(2) >= 1

;------------------------------------------------------------------------------
[State -1, 行動制限]
Type = AssertSpecial
Trigger1 = RoundState >= 3
flag = NoWalk

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; AI By Bai家の情殤
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;-----------------------------------------------------------------------------
; AI swich -> ON
;-----------------------------------------------------------------------------
[State -1,本体AIフラグ]
Type = VarSet
TriggerAll = !IsHelper
TriggerAll = var(59) != 1
TriggerAll = RoundState = [1,2]
Trigger1 = Helper(40000),var(59) ;AI常時起動
Trigger2 = AILeVel ;AI常時起動
var(59) = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
[State -1, AI]
Type = VarSet
TriggerAll = var(59) = 1
Trigger1 = RoundState = 4
Trigger2 = Win = 1
Trigger3 = Lose = 1
Trigger4 = DrawGame = 1
V = 59
Value = -1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = -1
Trigger1 = RoundState = 2
V = 59
Value = 1

;-----------------------------------------------------------------------------
;タッグ用生死判別
;-----------------------------------------------------------------------------
[State -1, タッグ用生死判別]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = NumEnemy <= 1
Trigger2 = NumEnemy >= 2
Trigger2 = EnemyNear(0),Life > 0
Trigger2 = Ctrl || !NumTarget || NumTarget >= 2
Trigger3 = NumEnemy >= 2
Trigger3 = EnemyNear(0),Life > 0
Trigger3 = Target,StateType = L ||  Facing*(Pos X - Target,Pos X) > 0
Trigger4 = NumEnemy >= 2 && NumTarget = 1
Trigger4 = Enemy(0),Life > 0 && Enemy(1),Life > 0
Trigger4 = EnemyNear(0),ID = Target,ID
Trigger4 = Target,StateType != L
Trigger4 = Facing*(Pos X - Target,Pos X) <= 0
Trigger4 = !Ctrl
var(58) = 0
IgnoreHitPause = 1

[State -1, タッグ用生死判別]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = NumEnemy >= 2
TriggerAll = !var(58)
Trigger1 = EnemyNear(0),Life <= 0
Trigger2 = NumEnemy >= 2 && NumTarget = 1
Trigger2 = Enemy(0),Life > 0 && Enemy(1),Life > 0
Trigger2 = EnemyNear(0),ID != Target,ID
Trigger2 = Facing*(Pos X - Target,Pos X) <= 0
Trigger2 = Target,StateType != L
Trigger2 = !Ctrl
var(58) = 1
IgnoreHitPause = 1

;-----------------------------------------------------------------------------
; AIレベル管理
;-----------------------------------------------------------------------------
[State -1, リミッター]
Type = VarSet
trigger1 = var(57) > 8
trigger2 = Var(56) > 10
var(57) = 0

[State -1, AIレベル上昇]
Type = VarSet
trigger1 = enemy,authorname = "ikaruga"
trigger1 = enemy,var(57) = 8
var(57) = 8

[State -1, 反応速度制限]
Type = VarSet
trigger1 = var(56) > var(57) + 2
var(56) = var(57) + 2

;-----------------------------------------------------------------------------
; 待機
;-----------------------------------------------------------------------------

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;相手気絶後の行動
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;最終決戦奥義·零式
[State -1, 最終決戦奥義·零式]
Type = ChangeState
Value = 4100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = EnemyNear(var(58)),Life <= 437 || (var(40) = [1,175])
;TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10,90];[56,64]
Trigger2 = StateNo = 160; && Time >= 33
Trigger2 = Time = 60 || AnimTime = 0

;裏九拾九式·白矢/最終決戦奥義·無式'96
[State -1, 裏九拾九式·白矢/最終決戦奥義·無式'96]
Type = ChangeState
Value = Ifelse(Random%3=0,3120,Ifelse(Random%3=1,3810,3100))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = Power >= 1000
TriggerAll = var(40) = (0,175)
;TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10,80];[56,64]
Trigger2 = StateNo = 160; && Time >= 33
Trigger2 = Time = 60 || AnimTime = 0

;最終決戦奥義·無式'96/千百弐拾七式·都牟刈
[State -1, 最終決戦奥義·無式'96/千百弐拾七式·都牟刈]
Type = ChangeState
Value = Ifelse(Random%2=0,3100,3110)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = Power < 1000
TriggerAll = var(40) = (0,175)
;TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10,80];[56,64]
Trigger2 = StateNo = 160; && Time >= 33
Trigger2 = Time = 60 || AnimTime = 0

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;相手気絶後の行動
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll =(P2BodyDist X = [-10,20]) || var(57) < 8 && (P2BodyDist X = [-10,30])
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]); || var(2) >= 1

;近距離立ち弱パンチ
[State -1, Stand Light Punch]
Type = ChangeState
Value = 205
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll =(P2BodyDist X = [-10,ifelse(var(57) < 8,10,5)]) || var(57) < 7 && (P2BodyDist X = [-10,20])
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]); || var(2) >= 1

;近距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll =(P2BodyDist X = [-10,ifelse(var(57) < 8,10,5)]) || var(57) < 7 && (P2BodyDist X = [-10,20])
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]); || var(2) >= 1

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll =(P2BodyDist X = [-10,ifelse(var(57) < 8,10,5)]) || var(57) < 7 && (P2BodyDist X = [-10,20])
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]); || var(2) >= 1

;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll =(P2BodyDist X = [-10,ifelse(var(57) < 8,10,5)]) || var(57) < 7 && (P2BodyDist X = [-10,20])
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]); || var(2) >= 1

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;相手気絶後の行動
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, 前大ジャンプ]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(51) = 0
TriggerAll = var(40)!= 0
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = var(41) <= 150 && ((EnemyNear(var(58)),BackEdgeBodyDist = [15,35]) || (EnemyNear(var(58)),FrontedgeBodyDist = [15,35]))
Trigger1 = StateNo = 750 && AnimTime = 0

[State -1, 前中ジャンプ]
Type = ChangeState
Value = 34
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(51) = 0
TriggerAll = var(40)!= 0
TriggerAll = TeamMode = single || TeamMode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = StateNo = 750 && AnimTime = 0

[State -1, RUN_BACK]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = TeamMode = single || TeamMode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = fvar(3) <= 0
TriggerAll = P2BodyDist X = [-60,10]
Trigger1 = StateNo = 700 && AnimTime = 0

;[State -1, 後ろ中ジャンプ]
;Type = ChangeState
;Value = 35
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = TeamMode = single || TeamMode = turns
;TriggerAll = RoundState = 2
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateNo = 5715
;TriggerAll = EnemyNear(var(58)),Anim = 5300
;TriggerAll = EnemyNear(var(58)),MoveType = H
;TriggerAll = fvar(3) <= 0
;TriggerAll = P2BodyDist X = [-120,10]
;Trigger1 = StateNo = 700 && AnimTime = 0

;ダッシュ
[State -1, RUN]
Type = ChangeState
Value = 99;100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = TeamMode = single || TeamMode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X >= 20
Trigger1 = StateNo = 160; && Time >= 33
Trigger1 = Time = 60 || AnimTime = 0

;緊急回避前
[State -1, 緊急回避前]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = TeamMode = single || TeamMode = turns
TriggerAll = RoundState = 2
TriggerAll = Random <= 450
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = EnemyNear(var(58)),Facing != Facing && fvar(3) > 0
TriggerAll = P2BodyDist X = [-10,55]
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist >= 20 && EnemyNear(var(58)),FrontEdgeBodyDist >= 20
TriggerAll = var(16) := 1
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger2 = StateNo = 160
Trigger2 = Time = 60 || AnimTime = 0

;MAX発動
[State -1, MAX発動]
Type = ChangeState
Value = 750
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(51) = 0
TriggerAll = var(40) = 0
TriggerAll = var(41) < 190
TriggerAll = TeamMode = single || TeamMode = turns
TriggerAll = Power >= 3000 && Life > LifeMax/2 && (1000*Life/LifeMax) > 250
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = EnemyNear(var(58)),Life > EnemyNear(var(58)),LifeMax/4
Trigger1 = StateNo = 160
Trigger1 = Time = 60 || AnimTime = 0

;[State -1, 前大ジャンプ]
;Type = ChangeState
;Value = 36
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = teammode = single || teammode = turns
;TriggerAll = RoundState = 2
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateNo = 5715
;TriggerAll = EnemyNear(var(58)),Anim = 5300
;TriggerAll = EnemyNear(var(58)),MoveType = I
;TriggerAll = P2BodyDist X = [30,64]
;Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger2 = StateNo = 160; && Time >= 33
;Trigger2 = Time = 60 || AnimTime = 0

[State -1, 裏九拾九式·白矢/最終決戦奥義·無式'96]
Type = ChangeState
Value = Ifelse(Random%3=0,3120,Ifelse(Random%3=1,3810,3100))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = Power >= 1000
TriggerAll = var(40) = (0,60]
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10,64];[56,64]
Trigger2 = StateNo = 160; && Time >= 33
Trigger2 = Time = 60 || AnimTime = 0

[State -1, 最終決戦奥義·無式'96/千百弐拾七式·都牟刈]
Type = ChangeState
Value = Ifelse(Random%2=0,3100,3110)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = Power < 1000
TriggerAll = var(40) = (0,60]
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10,64];[56,64]
Trigger2 = StateNo = 160; && Time >= 33
Trigger2 = Time = 60 || AnimTime = 0

[State -1, 前大ジャンプ]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) >= 100 || var(40) = 0
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = var(41) <= 150 && ((EnemyNear(var(58)),BackEdgeBodyDist = [15,35]) || (EnemyNear(var(58)),FrontedgeBodyDist = [15,35]))
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [0,160];[56,64]
Trigger2 = StateNo = 160; && Time >= 33
Trigger2 = Time = 60 || AnimTime = 0

[State -1, 前中ジャンプ]
Type = ChangeState
Value = 34
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) >= 100 || var(40) = 0
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5715
TriggerAll = EnemyNear(var(58)),Anim = 5300
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [30,64];[56,64]
Trigger2 = StateNo = 160; && Time >= 33
Trigger2 = Time = 60 || AnimTime = 0

;挑発
[State -1, Taunt]
Type = ChangeState
Value = 160
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) = 0
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = [5713,5715]
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = StateNo != 160 && prevStateNo != 160
TriggerAll = P2BodyDist X <= 65
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;挑発
[State -1, Taunt]
Type = ChangeState
Value = 160
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) > 60
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = [5713,5715]
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = StateNo != 160 && prevStateNo != 160
TriggerAll = P2BodyDist X <= 65
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;[State -1, 停止]
;Type = ChangeState
;Value = 0
;Ctrl = 0
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = teammode = single || teammode = turns
;TriggerAll = RoundState = 2
;TriggerAll = StateType != A
;TriggerAll = P2BodyDist X = [56,64]
;TriggerAll = StateNo = 21 || StateNo = 22
;Trigger1 = EnemyNear(var(58)),StateNo = [5710,5712]
;Trigger1 = EnemyNear(var(58)),MoveType = H
;Trigger2 = EnemyNear(var(58)),StateNo = 5713 || EnemyNear(var(58)),StateNo = 5715
;Trigger2 = EnemyNear(var(58)),MoveType = I

[State -1, 前進(起き攻め位置取り)]
Type = ChangeState
Value = 21
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X > 64
TriggerAll =!((EnemyNear(var(58)),StateNo = [5710,5712]) && P2BodyDist X < 60)
TriggerAll = Ctrl || StateNo = 0 || StateNo = 22 && Time >= 8
Trigger1 = EnemyNear(var(58)),StateNo = [5710,5712]
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger2 = EnemyNear(var(58)),StateNo = 5713 || EnemyNear(var(58)),StateNo = 5715
Trigger2 = EnemyNear(var(58)),MoveType = I

[State -1, 後退(起き攻め位置取り)]
Type = ChangeState
Value = 22
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!InGuardDist
TriggerAll = P2BodyDist X < 56
TriggerAll = backedgeBodyDist > 8
TriggerAll =!((EnemyNear(var(58)),StateNo = [5710,5712]) && P2BodyDist X < 60)
TriggerAll = Ctrl || StateNo = 0 || StateNo = 21 && Time >= 8
Trigger1 = EnemyNear(var(58)),StateNo = [5710,5712]
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger2 = EnemyNear(var(58)),StateNo = 5713 || EnemyNear(var(58)),StateNo = 5715
Trigger2 = EnemyNear(var(58)),MoveType = I

[State -1, ダッシュ／フロントステップ 起き攻め位置取り]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!InGuardDist
TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23))
TriggerAll = P2BodyDist X >= 120
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),StateNo = [5710,5712]
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger2 = EnemyNear(var(58)),StateNo = 5713 || EnemyNear(var(58)),StateNo = 5715
Trigger2 = EnemyNear(var(58)),MoveType = I

[State -1, ダッシュ／フロントステップ 起き攻め位置取り]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!InGuardDist
;TriggerAll = P2BodyDist X >= 120
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),StateNo = 5715
Trigger1 = EnemyNear(var(58)),Anim = 5300 && EnemyNear(var(58)),Time = 1
Trigger1 = EnemyNear(var(58)),MoveType = I

;===========================================================================
; 背後に敵あり
;===========================================================================
[State -1, MAX伍百弐拾四式·神塵 タッグ 後ろへ投げ]
Type = ChangeState
Value = 4000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) = 5
TriggerAll = var(17) = 0 && var(53) = 0 && var(52)!= [5,6]
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),PrevStateNo != 52 || var(57) < 8
TriggerAll = EnemyNear(var(58)),PrevStateNo != [150,155]
TriggerAll =(EnemyNear(var(58)),StateNo = [200,700)) || EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 && Helper(35000),fvar(5) = 0
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateType = S || EnemyNear(var(58)),StateType = C
TriggerAll = EnemyNear(var(58)),StateNo != 294
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 62
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H

[State -1, K投げ タッグ 後ろへ投げ]
Type = ChangeState
Value = 805
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) = 5
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-15,15]
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateType = S || EnemyNear(var(58)),StateType = C
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

[State -1, バックステップ／ハイジャンプ タッグ 背後取られた場合]
Type = ChangeState
Value = ifelse(var(41) >= 120 && FrontEdgeBodyDist >= 20,36,105)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) = 5
TriggerAll = var(42) >= 60 && BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(0),StateType = L && (!(EnemyNear(0),StateNo = 5120 || EnemyNear(0),StateNo = 5693) || (EnemyNear(0),StateNo = 5120 || EnemyNear(0),StateNo = 5693) && EnemyNear(0),AnimTime < -10)
TriggerAll = EnemyNear(1),StateType = L && (!(EnemyNear(1),StateNo = 5120 || EnemyNear(1),StateNo = 5693) || (EnemyNear(1),StateNo = 5120 || EnemyNear(1),StateNo = 5693) && EnemyNear(1),AnimTime < -10)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = ifelse(Facing = 1,(EnemyNear(0),Pos X - Pos X = [-100,0]),(EnemyNear(0),Pos X - Pos X = [0,100]))
Trigger1 = EnemyNear(0),BackEdgeBodyDist >= 40
Trigger1 = EnemyNear(0),Facing = Facing
Trigger2 = ifelse(Facing = 1,(EnemyNear(1),Pos X - Pos X = [-100,0]),(EnemyNear(1),Pos X - Pos X = [0,100]))
Trigger2 = EnemyNear(1),BackEdgeBodyDist >= 40
Trigger2 = EnemyNear(1),Facing = Facing

[State -1, 後転'00 タッグ 背後取られた場合]
Type = ChangeState
Value = 710
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) = 5
TriggerAll = var(42) >= 60 && BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Ifelse(Facing = 1,(EnemyNear(0),Pos X - Pos X = [-100,0]),(EnemyNear(0),Pos X - Pos X = [0,100]))
Trigger1 = EnemyNear(0),BackEdgeBodyDist >= 40
Trigger1 = EnemyNear(0),Facing = Facing
Trigger1 = var(16) := 1 || 1
Trigger2 = Ifelse(Facing = 1,(EnemyNear(1),Pos X - Pos X = [-100,0]),(EnemyNear(1),Pos X - Pos X = [0,100]))
Trigger2 = EnemyNear(1),BackEdgeBodyDist >= 40
Trigger2 = EnemyNear(1),Facing = Facing
Trigger2 = var(16) := 1 || 1

[State -1, ガードキャンセル後転 タッグ 背後取られた場合]
Type = ChangeState
Value = 710
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) = 5
TriggerAll = Power >= 1000
TriggerAll = var(42) >= 120 && BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = StateNo = 150 || StateNo = 152
Trigger1 = Ifelse(Facing = 1,(EnemyNear(0),Pos X - Pos X = [-100,0]),(EnemyNear(0),Pos X - Pos X = [0,100]))
Trigger1 = EnemyNear(0),BackEdgeBodyDist >= 40
Trigger1 = EnemyNear(0),Facing = Facing
Trigger1 = var(16) := 2 || 1
Trigger2 = Ifelse(Facing = 1,(EnemyNear(1),Pos X - Pos X = [-100,0]),(EnemyNear(1),Pos X - Pos X = [0,100]))
Trigger2 = EnemyNear(1),BackEdgeBodyDist >= 40
Trigger2 = EnemyNear(1),Facing = Facing
Trigger2 = var(16) := 2 || 1

;前転'00
[State -1, FRoll]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) > 9
TriggerAll = Random <= 20
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist <= 20 || var(42) <= 60
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0 || EnemyNear(var(58)),Pos Y <= -60
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 60
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Ifelse(Facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
Trigger1 = var(16) := 1 || 1
Trigger2 = Ifelse(Facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
Trigger2 = var(16) := 1 || 1

;バックステップ
[State -1, Back Step]
Type = ChangeState
Value = Ifelse(Random <= 250,710,105)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) > 9
TriggerAll = Random <= 20
TriggerAll = StateType != A
TriggerAll = FrontEdgeBodyDist <= 20 || var(41) <= 60
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0 || EnemyNear(var(58)),Pos Y <= -60
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 60
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = Ifelse(Facing = 1,EnemyNear(0),Pos X - Pos X < 0,EnemyNear(0),Pos X - Pos X > 0)
Trigger1 = var(16) := 1 || 1
Trigger2 = Ifelse(Facing = 1,EnemyNear(1),Pos X - Pos X < 0,EnemyNear(1),Pos X - Pos X > 0)
Trigger2 = var(16) := 1 || 1

;前転
[State -1, FRoll]
Type = ChangeState
Value = 740
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Time <= 1
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 110
TriggerAll = InGuardDist
TriggerAll = (StateNo = [200,430]) && (StateNo != [300,320]) && (StateNo != [250,255])
Trigger1 = EnemyNear(var(58)),StateNo = Helper(35000),var(40)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(35000),var(41)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(35000),var(42)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(35000),var(43)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(35000),var(44)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(35000),var(45)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(35000),var(46)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(35000),var(47)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(35000),var(48)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(35000),var(49)
IgnoreHitPause = 1

;===========================================================================
; アーマーブレイク
;===========================================================================
;前転'00
[State -1, FRoll]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Name = "Yashiro Nanakase"
TriggerAll = EnemyNear(var(58)),AuthorName = "Ahuron"
TriggerAll = EnemyNear(var(58)),StateNo = 2600 && EnemyNear(var(58)),AnimElemTime(10) > 0 && EnemyNear(var(58)),AnimElemTime(12) < 0
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 110
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = var(16) := 1
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
IgnoreHitPause = 1

;前転'00
[State -1, FRoll]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Name = "K'" && EnemyNear(var(58)),AuthorName = "Hazakura"
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 110 && !InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = var(16) := 1
Trigger1 = EnemyNear(var(58)),StateNo = 1200 || EnemyNear(var(58)),StateNo = 1210
Trigger1 = EnemyNear(var(58)),AnimElemTime(1) >= 0 && EnemyNear(var(58)),AnimElemTime(5) < 0
Trigger2 = EnemyNear(var(58)),StateNo = 1300 || EnemyNear(var(58)),StateNo = 1310
Trigger2 = EnemyNear(var(58)),AnimElemTime(1) >= 0 && EnemyNear(var(58)),AnimElemTime(5) < 0
Trigger3 = EnemyNear(var(58)),StateNo = 2200 && EnemyNear(var(58)),AnimElemTime(1) >= 0 && EnemyNear(var(58)),AnimElemTime(6) < 0
Trigger4 = EnemyNear(var(58)),StateNo = 3500 && EnemyNear(var(58)),AnimElemTime(1) >= 0 && EnemyNear(var(58)),AnimElemTime(4) < 0
IgnoreHitPause = 1

;前転'00
[State -1, FRoll]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Name = "Kyo Clone-10"
TriggerAll = EnemyNear(var(58)),AuthorName = "David Demianoff"
TriggerAll = EnemyNear(var(58)),StateNo = 1700 && EnemyNear(var(58)),Time < 48
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = var(16) := 1
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || var(1) = 1 && !MoveContact && MoveType != H
IgnoreHitPause = 1

;後転'00
[State -1, BRoll]
Type = ChangeState
Value = 710
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Time <= 1
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 110
TriggerAll = (StateNo = [200,440]) && (StateNo != [300,320]) && (StateNo != [250,255])
TriggerAll = var(16) := 1
Trigger1 = EnemyNear(var(58)),Name = "K'" 
Trigger1 = EnemyNear(var(58)),AuthorName = "Hazakura"
Trigger1 = EnemyNear(var(58)),StateNo = 3600
Trigger2 = EnemyNear(var(58)),Name ="Heidern"
Trigger2 = EnemyNear(var(58)),AuthorName = "A,c,c"
Trigger2 = EnemyNear(var(58)),StateNo = 2500 || EnemyNear(var(58)),StateNo = 4500
IgnoreHitPause = 1

;攻撃避け
[State -1, 攻撃避け]
Type = ChangeState
Value = 740
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Time <= 1
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 110
TriggerAll = (StateNo = [200,430]) && (StateNo != [240,245]) && (StateNo != [300,315]) && (StateNo != [250,255])
Trigger1 = EnemyNear(var(58)),Name = "K'" 
Trigger1 = EnemyNear(var(58)),AuthorName = "Hazakura"
Trigger1 = EnemyNear(var(58)),StateNo = 3600
Trigger2 = EnemyNear(var(58)),Name ="Heidern"
Trigger2 = EnemyNear(var(58)),AuthorName = "A,c,c"
Trigger2 = EnemyNear(var(58)),StateNo = 2500 || EnemyNear(var(58)),StateNo = 4500
Trigger3 = EnemyNear(var(58)),Name = "Igniz Eagrose Version"
Trigger3 = EnemyNear(var(58)),AuthorName = "GONZO-,Eagrose"
Trigger3 = EnemyNear(var(58)),StateNo = 1040 && EnemyNear(var(58)),AnimTime <= -6
Trigger4 = EnemyNear(var(58)),Name = "Igniz-Boss"
Trigger4 = EnemyNear(var(58)),AuthorName = "GONZO-"
Trigger4 = (EnemyNear(var(58)),StateNo = 1040 && EnemyNear(var(58)),AnimTime <= -6) || EnemyNear(var(58)),StateNo = 1080
IgnoreHitPause = 1

;前転'00
[State -1, FRoll]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Time <= 1
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 110
TriggerAll = (StateNo = [200,440]) && (StateNo != [300,320]) && (StateNo != [250,255])
TriggerAll = var(16) := 1
Trigger1 = EnemyNear(var(58)),Name = "Igniz Eagrose Version"
Trigger1 = EnemyNear(var(58)),AuthorName = "GONZO-,Eagrose"
Trigger1 = EnemyNear(var(58)),StateNo = 1040 && EnemyNear(var(58)),AnimTime <= -6
Trigger2 = EnemyNear(var(58)),Name = "Igniz-Boss"
Trigger2 = EnemyNear(var(58)),AuthorName = "GONZO-"
Trigger2 =(EnemyNear(var(58)),StateNo = 1040 && EnemyNear(var(58)),AnimTime <= -6) || EnemyNear(var(58)),StateNo = 1080
IgnoreHitPause = 1

;前転'00
[State -1, FRoll]
Type = ChangeState
Value = 740
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Power >= 1000
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Time <= 1
TriggerAll = EnemyNear(var(58)),Vel Y <= 0
TriggerAll = EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType != A && (EnemyNear(var(58)),StateNo >= 700 || EnemyNear(var(58)),AnimTime < -33)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 110
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
Trigger1 = (StateNo = [200,440]) && Stateno != 255 && (StateNo != [300,320]) && Helper(35000),fvar(2) != 0
;Trigger1 = var(16) := 1
IgnoreHitPause = 1

;===========================================================================
; 当身技対策 ジャンプ／ハイジャンプ／投げ
;===========================================================================
[State -1, ハイジャンプ　逃げる]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist < 30
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Facing != Facing && fvar(3) > 0 || Helper(35000),fvar(5) = 2
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj && Helper(35000),fvar(9) = 0 && (!InGuardDist && !Helper(30100+ID),InGuardDist || Helper(35000),fvar(5) = 2)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -38 || Abs(EnemyNear(var(58)),Pos X - Pos X) < 70 && EnemyNear(var(58)),AnimTime < -18
Trigger1 = (Helper(35000),fvar(2) != 0 && Helper(35000),fvar(5) = 2 || Helper(35000),fvar(2) = 2) && Abs(EnemyNear(var(58)),Pos X - Pos X) < 110

[State -1, 後小ジャンプ／ハイジャンプ　逃げる]
Type = ChangeState
Value = ifelse((EnemyNear(var(58)),Time >= 10 || EnemyNear(var(58)),StateType = A),33,36)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist < 30
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Facing != Facing && fvar(3) > 0 || Helper(35000),fvar(5) = 2
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj && Helper(35000),fvar(9) = 0 && (!InGuardDist && !Helper(30100+ID),InGuardDist || Helper(35000),fvar(5) = 2)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -10 || EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel X >= 0
Trigger1 = (Helper(35000),fvar(2) != 0 && Helper(35000),fvar(5) = 2 || Helper(35000),fvar(2) = 2) && Abs(EnemyNear(var(58)),Pos X - Pos X) < 110

[State -1, バックステップ／中後ジャンプ　逃げる]
Type = ChangeState
Value = ifelse(P2BodyDist X > 60,35,105)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Facing != Facing && fvar(3) > 0 || Helper(35000),fvar(5) = 2
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj && Helper(35000),fvar(9) = 0 && (!InGuardDist && !Helper(30100+ID),InGuardDist || Helper(35000),fvar(5) = 2)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -10 || EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel X >= 0
Trigger1 = (Helper(35000),fvar(2) != 0 && Helper(35000),fvar(5) = 2 || Helper(35000),fvar(2) = 2) && Abs(EnemyNear(var(58)),Pos X - Pos X) < 210

[State -1, バックステップ／中後ジャンプ　逃げる]
Type = ChangeState
Value = ifelse(P2BodyDist X > 60,35,105)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Facing = Facing && fvar(3) > 0 && EnemyNear(var(58)),StateNo >= 2000
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (Helper(35000),fvar(2) = 1 && Helper(35000),fvar(5) = 0) && !Enemy,NumProj && Helper(35000),fvar(9) = 0 && var(52) = 0 && var(51) < 5

[State -1, 投げ]
Type = ChangeState
Value = ifelse((!var(51) && var(41) < var(42) || (var(51) = [1,4])),800,805)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateType = S || EnemyNear(var(58)),StateType = C
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Helper(35000),fvar(2) = 1 && (Helper(35000),fvar(5) = 0 || Helper(35000),fvar(5) = 3) && (P2BodyDist X = [-15,15])

;===========================================================================
; 投げ対策
;===========================================================================
[State -1, 小、中ジャンプ隙突き(特殊対策)]
Type = ChangeState
Value = ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 120,34,ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 60,32,39))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(45) < 2 || PrevStateNo != 52 || var(57) < 8
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing || EnemyNear(var(58)),Facing = Facing && (fvar(1) = 1 || var(51) = 5)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),Name = "Iori Yagami" && EnemyNear(var(58)),StateNo = 1500
Trigger1 = EnemyNear(var(58)),AuthorName = "Zelgadis"
Trigger1 = FrontEdgeBodyDist < 100 || (P2BodyDist X = [-30,120])
Trigger2 = EnemyNear(var(58)),Name = "Iori Yagami" && EnemyNear(var(58)),StateNo = 1400
Trigger2 = EnemyNear(var(58)),AuthorName = "butti"
Trigger2 = FrontEdgeBodyDist < 100 || (P2BodyDist X = [-30,120])
Trigger3 = EnemyNear(var(58)),Name = "Iori-98" && EnemyNear(var(58)),StateNo = 1500
Trigger3 = EnemyNear(var(58)),AuthorName = "Zelgadis"
Trigger3 = FrontEdgeBodyDist < 100 || (P2BodyDist X = [-30,120])

[State -1, 小、中ジャンプ隙突き(対投げ用)]
Type = ChangeState
Value = ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 120,34,ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 60,32,39))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(45) < 2 || PrevStateNo != 52 || var(57) < 8
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime < -18
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT || (Helper(35000),fvar(8) != 0)
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing || EnemyNear(var(58)),Facing = Facing && (fvar(1) = 1 || var(51) = 5)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (P2BodyDist X = [-30,120]) || FrontEdgeBodyDist < 100

[State -1, バックステップ 投げ外し]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(45) < 2 || PrevStateNo != 52 || var(57) < 8
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT || (Helper(35000),fvar(8) != 0)
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing || EnemyNear(var(58)),Facing = Facing && (fvar(1) = 1 || var(51) = 5)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = P2BodyDist X = [-30,60]

[State -1, 小、中ジャンプ(対投げ用)]
Type = ChangeState
Value = ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 120,34,ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 60,32,39))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(45) < 2 || PrevStateNo != 52 || var(57) < 8
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT || (Helper(35000),fvar(8) != 0)
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing || EnemyNear(var(58)),Facing = Facing && (fvar(1) = 1 || var(51) = 5)
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) >= 80 || EnemyNear(var(58)),StateNo >= 1000 || var(57) < 7
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (P2BodyDist X = [-30,120]) || FrontEdgeBodyDist < 100

[State -1, バックステップ 投げ外し]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(45) < 2 || PrevStateNo != 52 || var(57) < 8
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll =(EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 || EnemyNear(var(58)),StateNo >= 1000) && (Helper(35000),fvar(8) != 0)
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing || EnemyNear(var(58)),Facing = Facing && (fvar(1) = 1 || var(51) = 5)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = P2BodyDist X = [-30,60]

[State -1, 小、中ジャンプ(対投げ用)]
Type = ChangeState
Value = ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 120,34,ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 60,32,39))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(45) < 2 || PrevStateNo != 52 || var(57) < 8
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll =(EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 || EnemyNear(var(58)),StateNo >= 1000) && (Helper(35000),fvar(8) != 0)
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing || EnemyNear(var(58)),Facing = Facing && (fvar(1) = 1 || var(51) = 5)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (P2BodyDist X = [-30,120]) || FrontEdgeBodyDist < 100

;===========================================================================
; 他
;===========================================================================
;強百八式·闇払い
[State -1, S YAMIBARAI]
Type = ChangeState
Value = 1010
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = [2,3]
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 400 || var(57) > 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L && EnemyNear(var(58)),StateType != A
TriggerAll =!NumProjID(1000) = 0 && !Enemy,NumProj
TriggerAll = Partner,MoveType = H
TriggerAll = Partner,StateType != L
TriggerAll = Partner,StateNo != 5120
TriggerAll = Partner,StateNo != 5201
TriggerAll = (Partner,StateNo = [150,155]) || Partner,StateNo = [5000,5099]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = P2BodyDist X >= 140

;強百八式·闇払い
[State -1, S YAMIBARAI]
Type = ChangeState
Value = 1010
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = [2,3]
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 100 || var(57) > 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = NumProjID(1000) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X >= 200

;強百式·鬼焼き
[State -1, S ONIYAKI]
Type = ChangeState
Value = 1110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = 4
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-5 + ((fvar(21) * 6) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * 6) * fvar(1) * fvar(4))]
Trigger1 = P2bodydist Y = [-40-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39)),0-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39))]
;Trigger2 = P2BodyDist X = [-5 + ((fvar(21) * Ifelse(TeamSide = 1,10,9)) * fvar(1) * fvar(4)) ,50 + ((fvar(21) * Ifelse(TeamSide = 1,10,9)) * fvar(1) * fvar(4))]
;Trigger2 = P2bodydist Y = [-70-floor(Ifelse(TeamSide = 1,10,9)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,10,9)*(Ifelse(TeamSide = 1,10,9)+1)/2)*fvar(39)),0-floor(Ifelse(TeamSide = 1,10,9)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,10,9)*(Ifelse(TeamSide = 1,10,9)+1)/2)*fvar(39))]

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
Type = ChangeState
Value = 410
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = 4
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(5*(EnemyNear(var(58)),Vel X))),35+floor(fvar(1)*fvar(4)*(5*(EnemyNear(var(58)),Vel X)))]
Trigger1 = P2BodyDist Y = [-45-floor(5*(EnemyNear(var(58)),Vel Y)+(5*(5+1)/2)*fvar(39)),0-floor(5*(EnemyNear(var(58)),Vel Y)+(5*(5+1)/2)*fvar(39))]
Trigger2 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(8*(EnemyNear(var(58)),Vel X))),35+floor(fvar(1)*fvar(4)*(8*(EnemyNear(var(58)),Vel X)))]
Trigger2 = P2BodyDist Y = [-70-floor(8*(EnemyNear(var(58)),Vel Y)+(8*(8+1)/2)*fvar(39)),-10-floor(8*(EnemyNear(var(58)),Vel Y)+(8*(8+1)/2)*fvar(39))]

;===========================================================================
; パートナー被ダメージ若しくはパートナー攻撃中
;===========================================================================
[State -1, 空中ふっとばし タッグ 連続技]
Type = ChangeState
Value = 650
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,24+floor(18*(EnemyNear(var(58)),Vel X)+floor(18*Vel X))]
Trigger1 = EnemyNear(var(58)),Pos Y - Pos Y + ((18*EnemyNear(var(58)),Vel Y+(18*(18+1)/2)*fvar(39))-(18*Vel Y+(18*(18+1)/2)*Const(movement.yaccel))) = [-40,40]

[State -1, 近距離立ち弱キック タッグ 連続技]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = [2,4]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) > 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5300)
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Partner,Facing = Facing && (var(54) = 2 || var(54) = 4)
Trigger1 = P2BodyDist X = [-10,20]

[State -1, 近距離立ち弱キック タッグ 連続技]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = [2,4]
TriggerAll = var(47) > 4
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) > 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5300)
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = P2BodyDist X = [-10,20]
Trigger1 = StateNo = 235 && AnimElemTime(4) >= 0 && MoveHit >= 1

[State -1, しゃがみ弱パンチ タッグ 連続技]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) > 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [140,160)
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5300)
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-10,30]
Trigger1 = var(52) = [2,4]

[State -1, しゃがみ弱パンチ タッグ 連続技]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = [2,4]
TriggerAll = var(47) > 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) > 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [140,160)
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5300)
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-10,30]
Trigger1 = StateNo = 400 && AnimElemTime(3) >= 0 && MoveHit >= 1
Trigger2 = StateNo = 430 && AnimElemTime(3) >= 0 && MoveHit >= 1

[State -1, しゃがみ弱キック タッグ 固め]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) > 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = [140,160)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-10,30]
Trigger1 = var(54) = [2,4]

[State -1, 小ジャンプ タッグ]
Type = ChangeState
Value = 32
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) > 9
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
TriggerAll = P2BodyDist X = [30,80]
Trigger1 = var(52) = 3
Trigger1 = EnemyNear(var(58)),Facing = Facing

[State -1, 中ジャンプ タッグ]
Type = ChangeState
Value = 34
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) > 9
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
TriggerAll = P2BodyDist X = [80,120]
Trigger1 = var(52) = [3,4]
Trigger1 = EnemyNear(var(58)),Facing = Facing

[State -1, 大ジャンプ タッグ]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) > 9
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
TriggerAll = P2BodyDist X = [120,180]
Trigger1 = var(52) = [3,4]
Trigger1 = EnemyNear(var(58)),Facing = Facing

[State -1, ダッシュ タッグ]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) > 9
TriggerAll = StateNo != 100
TriggerAll = StateType != A
TriggerAll =!Enemy,NumProj
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3
TriggerAll = P2BodyDist X > 140
Trigger1 = var(52) = [2,4]
Trigger1 = EnemyNear(var(58)),Facing = Facing

;===========================================================================
; 砲台モード … 体力30％以下·パートナーの半分以下、パートナー被ステート奪取時
;===========================================================================
;弱百八式·闇払い
[State -1, L YAMIBARAI]
Type = ChangeState
Value = 1000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) > 9
TriggerAll = NumProjID(1000) = 0
TriggerAll = StateType != A
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing || var(52) = 5
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 =(100*life/lifeMax) <= 33
Trigger1 = Life*2 < Partner,Life
Trigger1 = Random <= (LifeMax - Life)
Trigger1 = var(51) < 5
Trigger1 = var(52) > 1 || BackEdgeBodyDist < 40
Trigger2 = P2BodyDist X > 60
Trigger2 = var(52) = 5 || var(52) = 6 && Power = PowerMax

;強百八式·闇払い
[State -1, S YAMIBARAI]
Type = ChangeState
Value = 1010
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = 3
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = NumProjID(1000) = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Abs(EnemyNear(0),Pos X - Pos X) >= 150
TriggerAll = Abs(EnemyNear(1),Pos X - Pos X) >= 150
TriggerAll = Abs(Pos X - Partner,Pos X) >= 180
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

;弱独楽屠り
[State -1, L RED]
Type = ChangeState
Value = 1800
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = 3
TriggerAll = var(51) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),AnimTime <= -27
TriggerAll = EnemyNear(var(58)),StateNo = [200,2000)
TriggerAll =(Abs(EnemyNear(var(58)),Pos X - Pos X) = [110,160]) || var(41) < 180
TriggerAll =!Enemy,NumProj && !InGuardDist || Abs(Pos X - Partner,Pos X) > 130
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

;強独楽屠り
[State -1, S RED]
Type = ChangeState
Value = 1810
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = 3
TriggerAll = var(51) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),AnimTime <= -35
TriggerAll = EnemyNear(var(58)),StateNo = [200,2000)
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) = [180,225]
TriggerAll =!Enemy,NumProj && !InGuardDist || Abs(Pos X - Partner,Pos X) > 130
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

;弱独楽屠り
[State -1, L RED]
Type = ChangeState
Value = 1800
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = 3
TriggerAll = var(51) < 5
TriggerAll = var(51) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =(Abs(EnemyNear(var(58)),Pos X - Pos X) = [110,160]) || var(41) < 180
TriggerAll =!Enemy,NumProj && !InGuardDist || Abs(Pos X - Partner,Pos X) > 130
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = !EnemyNear(0),Ctrl && EnemyNear(0),AnimTime <= -27 && EnemyNear(0),StateNo = [200,2000)
Trigger1 = !EnemyNear(1),Ctrl && EnemyNear(1),AnimTime <= -27 && EnemyNear(1),StateNo = [200,2000)

;強独楽屠り
[State -1, S RED]
Type = ChangeState
Value = 1810
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = 3
TriggerAll = var(51) < 5
TriggerAll = var(51) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) = [180,225]
TriggerAll =!Enemy,NumProj && !InGuardDist || Abs(Pos X - Partner,Pos X) > 130
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = !EnemyNear(0),Ctrl && EnemyNear(0),AnimTime <= -35 && EnemyNear(0),StateNo = [200,2000)
Trigger1 = !EnemyNear(1),Ctrl && EnemyNear(1),AnimTime <= -35 && EnemyNear(1),StateNo = [200,2000)

[State -1, バックステップ、後転 砲台占位]
Type = ChangeState
Value = ifelse(var(51) = 5,710,105)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) > 0
TriggerAll = RoundState = 2
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = var(16) := 1
Trigger1 = EnemyNear(var(58)),MoveType != H
Trigger1 =(100*life/lifeMax) <= 33
Trigger1 = Life*2 < Partner,Life
Trigger1 = Random <= (LifeMax - Life)
Trigger1 = var(51) < 5
Trigger1 = var(52) = 1 && BackEdgeBodyDist >= 40
Trigger2 = P2BodyDist X <= 60
Trigger2 = EnemyNear(var(58)),StateNo >= 1000 
Trigger2 = var(52) = 5

[State -1, バックステップ 砲台占位]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) > 0
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType != H
Trigger1 =(100*life/lifeMax) <= 33
Trigger1 = Life*2 < Partner,Life
Trigger1 = Random <= (LifeMax - Life)
Trigger1 = var(51) < 5
Trigger1 = var(52) = 1 && BackEdgeBodyDist >= 40
Trigger2 = P2BodyDist X <= 60
Trigger2 = EnemyNear(var(58)),StateNo >= 1000 
Trigger2 = var(52) = 5

[State -1, バックステップ 砲台占位]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) > 0
TriggerAll = RoundState = 2
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType != H
Trigger1 =(100*life/lifeMax) <= 33
Trigger1 = Life*2 < Partner,Life
Trigger1 = Random <= (LifeMax - Life)
Trigger1 = var(51) < 5
Trigger1 = var(52) = 1 && BackEdgeBodyDist >= 40
Trigger2 = P2BodyDist X <= 60
Trigger2 = EnemyNear(var(58)),StateNo >= 1000 
Trigger2 = var(52) = 5

;===========================================================================
; パワー溜め タッグ
;===========================================================================
;パワー溜め
;[State -1, Power Charge]
;Type = ChangeState
;Value = 760
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(52) > 0
;TriggerAll = var(51) < 5
;TriggerAll = Power < PowerMax
;TriggerAll = PrevStateNo != [912,913]
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = StateType != A
;TriggerAll =!Enemy,NumProj
;TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = var(52) = 6
;Trigger1 = P3Name != "dragon" || Partner,StateNo = 2004
;Trigger1 = EnemyNear(0),StateNo != [120,159]
;Trigger1 = EnemyNear(1),StateNo != [120,159]
;Trigger1 = EnemyNear(0),MoveType = H
;Trigger1 = EnemyNear(1),MoveType = H
;Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) > 130
;Trigger2 = EnemyNear(0),StateNo != [120,159]
;Trigger2 = EnemyNear(1),StateNo != [120,159]
;Trigger2 = EnemyNear(0),MoveType = H
;Trigger2 = EnemyNear(1),MoveType = H
;Trigger2 = var(52) > 1

;===========================================================================
; 鏖殺避け
;===========================================================================
[State -1, 退避 鏖殺避け]
Type = ChangeState
Value = 710
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) = 5 || var(52) = 1
TriggerAll = NumPartner
TriggerAll = P3Name="dragon"&&Partner,AuthorName="kayui uma"
TriggerAll = Partner,StateNo = 2002 || Partner,StateNo = 2102
TriggerAll = Partner,AnimTime < -3
TriggerAll = StateType != A
TriggerAll = var(16) := 1
Trigger1 = Ctrl || StateNo = 11 || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

[State -1, 待機 鏖殺避け]
Type = ChangeState
Value = 11
Ctrl = 0
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) > 1
TriggerAll = var(51) < 5
TriggerAll = NumPartner
TriggerAll = P3Name="dragon"&&Partner,AuthorName="kayui uma"
TriggerAll = Partner,StateNo = 2002 || Partner,StateNo = 2102
TriggerAll = Partner,AnimTime < -3
TriggerAll = StateType != A
TriggerAll =!InGuardDist
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

[State -1, 攻撃避け 鏖殺避け]
Type = ChangeState
Value = 740
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)
TriggerAll = P3Name = "dragon" && Partner,AuthorName = "kayui uma"
TriggerAll = Partner,StateNo = 2002 || Partner,StateNo = 2102
TriggerAll = Partner,AnimTime >= -3
TriggerAll = StateType != A
Trigger1 = Ctrl || StateNo = 11 || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])

[State -1, 後転 鏖殺避け]
Type = ChangeState
Value = 710
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) > 0
TriggerAll = P3Name = "dragon" && Partner,AuthorName = "kayui uma"
TriggerAll = Partner,StateNo = 2002 || Partner,StateNo = 2102
TriggerAll = Partner,AnimTime >= -3
TriggerAll = StateType != A
TriggerAll = var(16) := 1
Trigger1 = Ctrl || StateNo = 11 || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

[State -1, ガードキャンセル後転 鏖殺避け]
Type = ChangeState
Value = 710
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) > 0
TriggerAll = Power >= 1000
TriggerAll = P3Name = "dragon" && Partner,AuthorName = "kayui uma"
TriggerAll = Partner,StateNo = 2002 || Partner,StateNo = 2102
TriggerAll = Partner,AnimTime >= -3
TriggerAll = StateType != A
TriggerAll = var(16) := 2
Trigger1 = StateNo = 150 || StateNo = 152

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;対キリングブリンガー／リボルクラッシュ
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, しゃがみ]
Type = ChangeState
Value = 10
Ctrl = 0
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Name ="Heidern"
TriggerAll = EnemyNear(var(58)),AuthorName = "A,c,c"
TriggerAll = EnemyNear(var(58)),StateNo = 2500 && EnemyNear(var(58)),AnimTime < -10 || EnemyNear(var(58)),StateNo = 4500 && EnemyNear(var(58)),AnimTime < -6
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 180
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

[State -1, 解除]
Type = ChangeState
Value = 12
Ctrl = 1
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =(StateNo = [10,11]) && Ctrl = 0
Trigger1 = EnemyNear(var(58)),Name ="Heidern" && EnemyNear(var(58)),AuthorName = "A,c,c"
Trigger1 = !(EnemyNear(var(58)),StateNo = 2500 || EnemyNear(var(58)),StateNo = 4500)
Trigger2 = EnemyNear(var(58)),Name ="Heidern" && EnemyNear(var(58)),AuthorName = "A,c,c"
Trigger2 = EnemyNear(var(58)),StateNo = 2500 && EnemyNear(var(58)),AnimTime >= -10 || EnemyNear(var(58)),StateNo = 4500 && EnemyNear(var(58)),AnimTime >= -6

;MAX伍百弐拾四式·神塵
[State -1, MAX KAMUKURA]
Type = ChangeState
Value = 4000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) < 5
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Name ="Heidern"
TriggerAll = EnemyNear(var(58)),AuthorName = "A,c,c"
TriggerAll = EnemyNear(var(58)),StateNo = 2500 && EnemyNear(var(58)),AnimTime >= -10 || EnemyNear(var(58)),StateNo = 4500 && EnemyNear(var(58)),AnimTime >= -6
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 62
Trigger1 = Ctrl || (StateNo = [10,12]) || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;対クリムゾンスターロード
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, しゃがみ]
Type = ChangeState
Value = 10
Ctrl = 0
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Name = "K'" && EnemyNear(var(58)),AuthorName = "Hazakura" && EnemyNear(var(58)),StateNo = 3600
TriggerAll = EnemyNear(var(58)),AnimTime < -5
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 180
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

[State -1, 解除]
Type = ChangeState
Value = 12
Ctrl = 1
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =(StateNo = [10,11]) && Ctrl = 0
Trigger1 = EnemyNear(var(58)),Name = "K'" && EnemyNear(var(58)),AuthorName = "Hazakura" && EnemyNear(var(58)),StateNo!= 3600
Trigger2 = EnemyNear(var(58)),Name = "K'" && EnemyNear(var(58)),AuthorName = "Hazakura" && EnemyNear(var(58)),StateNo = 3600
Trigger2 = EnemyNear(var(58)),AnimTime >= -5

;MAX伍百弐拾四式·神塵
[State -1, MAX KAMUKURA]
Type = ChangeState
Value = 4000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) < 5
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Name = "K'" && EnemyNear(var(58)),AuthorName = "Hazakura" && EnemyNear(var(58)),StateNo = 3600
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 62
Trigger1 = Ctrl || (StateNo = [10,12]) || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;対地雷震
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, しゃがみ]
Type = ChangeState
Value = 10
Ctrl = 0
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Helper(40000),fvar(3) >= 1

[State -1, 解除]
Type = ChangeState
Value = 12
Ctrl = 1
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = teammode = single || teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = StateNo = 11 && Ctrl = 0
Trigger1 = Helper(40000),fvar(3) = 0

[State -1, しゃがみ]
Type = ChangeState
Value = 10
Ctrl = 0
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Teammode = single || Teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2Name = "Goro Daimon" && Enemy,AuthorName = "ikaruga"
Trigger1 = P2StateNo = 1000 && Enemy,AnimElemTime(1) >= 0 && Enemy,AnimElemTime(8) < 0

[State -1, 解除]
Type = ChangeState
Value = 12
Ctrl = 1
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Teammode = single || Teammode = turns
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = StateNo = 11 && Ctrl = 0
Trigger1 = P2Name = "Goro Daimon" && Enemy,AuthorName = "ikaruga"
Trigger1 = P2StateNo = 1000 && Enemy,AnimElemTime(8) >= 0

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;飛び道具対策
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;前転(飛び道具対策)
[State -1, FRoll]
Type = ChangeState
Value = 740
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 8 && Random <= 250 || (P2BodyDist X >= 160 && EnemyNear(var(58)),MoveType = A || var(57) >= 8) && Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X >= 200 || (EnemyNear(var(58)),AnimTime <= -38 && !EnemyNear(var(58)),Ctrl)
Trigger1 = (Enemy,NumHelper > 0 && (Enemy,NumHelper > Helper(30200),var(1))) || Enemy,Numproj != 0
Trigger1 = Helper(30250),var(0) = 1 || Helper(30251),var(1) = 1

;前方緊急回避(飛び道具対策)
[State -1, 前方緊急回避]
Type = ChangeState
Value = 700;Ifelse(P2BodyDist X >= 120 && Random%3 = 0,36,700)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 8 && Random <= 250 || (P2BodyDist X >= 160 && EnemyNear(var(58)),MoveType = A || var(57) >= 8) && Random <= 400
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X >= 200 || (EnemyNear(var(58)),AnimTime <= -35 && !EnemyNear(var(58)),Ctrl)
Trigger1 = (Enemy,NumHelper > 0 && (Enemy,NumHelper > Helper(30200),var(1))) || Enemy,Numproj != 0
Trigger1 = Helper(30250),var(0) = 1 || Helper(30251),var(1) = 1
Trigger1 = var(16) := 1 || 1

;前方緊急回避(飛び道具対策)
[State -1, 前方緊急回避]
Type = ChangeState
Value = 700;Ifelse(P2BodyDist X >= 120 && Random%3 = 0,36,700)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = FrontEdgeBodyDist >= 60
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),AnimTime < -15
Trigger1 = EnemyNear(var(58)),AnimTime < -33 || P2BodyDist X > 150
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = PlayerIdEXist(Helper(35000),var(23))
Trigger1 = ifelse(facing = 1, PlayerId(Helper(35000),var(23)), pos x > pos x, PlayerId(Helper(35000),var(23)), pos x < pos x)
Trigger1 = PlayerId(Helper(35000),var(23)), Vel x > 0
Trigger1 = (((PlayerId(Helper(35000),var(23)), pos x - pos x )* facing) - const(size.ground.front) - PlayerId(Helper(35000),var(23)),const(size.ground.front)) < 60
Trigger1 = var(16) := 1 || 1

;弱四百弐拾七式·轢鉄'99
;[State -1, L HIKIGANE]
;Type = ChangeState
;Value = 2000
;TriggerAll = var(59) = 1
;TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= ((var(57) * 12.5) * var(56))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateNo < 2000 || Random < 50 && var(57) < 7
;TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 60 || var(57) < 7
;TriggerAll =(Enemy,NumHelper > 0 && (Enemy,NumHelper > Helper(30200),var(1))) || Enemy,NumProj != 0
;TriggerAll = InGuardDist && (Helper(30250),var(0) = 1 || Helper(30251),var(1) = 1)
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
;Trigger1 =(EnemyNear(var(58)),AnimTime <= -22 && !EnemyNear(var(58)),Ctrl) && (P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(10*(EnemyNear(var(58)),Vel X))),60+floor(fvar(1)*fvar(4)*(10*(EnemyNear(var(58)),Vel X)))])
;Trigger2 = P2BodyDist X >= 200 && var(51) = 0 && var(57) < 7
;
;;強四百弐拾七式·轢鉄'99
;[State -1, S HIKIGANE]
;Type = ChangeState
;Value = 2010
;TriggerAll = var(59) = 1
;TriggerAll =(var(57) = [1,5]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(51) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= ((var(57) * 12.5) * var(56))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateNo < 2000 || Random < 50
;TriggerAll = InGuardDist
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
;Trigger1 =(EnemyNear(var(58)),AnimTime <= -60 && !EnemyNear(var(58)),Ctrl) && Abs(EnemyNear(var(58)),Pos X - Pos X) = [80,180]
;Trigger1 =(Enemy,NumHelper > 0 && (Enemy,NumHelper > Helper(30200),var(1))) || Enemy,NumProj != 0
;Trigger1 = Helper(30250),var(0) = 1 || Helper(30251),var(1) = 1

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; 隙を衝く MoveType = A && !InGuardDist
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;[State -1,弱クロウバイツ 隙衝き]
;Type = ChangeState
;Value = 1110
;TriggerAll = var(59)
;TriggerAll = var(57) = [3,7]
;TriggerAll = var(52) != [5,6]
;TriggerAll = EnemyNear(var(58)),facing = facing
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(56) * 100 || var(56) > 9
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),MoveType = A || Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
;TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
;TriggerAll = EnemyNear(var(58)),AnimTime <= -6
;TriggerAll = EnemyNear(var(58)),Time >= 40-var(56)*5 || var(32) || var(56) > 9
;TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
;TriggerAll =!InGuardDist && !Helper(26000+ID),InGuardDist || (PrevStateNo = [700,710])
;TriggerAll = P2BodyDist X = [-15,30]
;TriggerAll =((EnemyNear(var(58)),Life*EnemyNear(var(58)),const(data.defence)/const(data.attack))) <= 46
;Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A || Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 55
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149])
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [25,55]

;近距離立ち強キック
;[State -1, Crouching Strong Punch]
;Type = ChangeState
;Value = 245
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(52) != [5,6]
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125 || var(57) >= 9
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),MoveType = A || Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
;TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 68
;TriggerAll =!EnemyNear(var(58)),Ctrl
;TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),AnimTime <= -5
;TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
;TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
;Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149])
;Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [25,91]

;近距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A || Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 30
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149])
Trigger1 = P2BodyDist X < 21 && Abs(EnemyNear(var(58)),Pos X - Pos X) = [25,75]

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A || Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149])
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [25,55]

;近距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A || Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149])
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [25,55]

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A && Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149])
Trigger1 = P2BodyDist X  = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]

;しゃがみ弱パンチ
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A && Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149])
Trigger1 = P2BodyDist X  = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;超必殺技投げ隙突き
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;MAX伍百弐拾四式·神塵
[State -1, MAX KAMUKURA]
Type = ChangeState
Value = 4000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0 && var(52)!= [5,6]
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != 294
TriggerAll = EnemyNear(var(58)),PrevStateNo != 52 || var(57) < 8
TriggerAll = EnemyNear(var(58)),PrevStateNo != [150,155]
TriggerAll =(EnemyNear(var(58)),StateNo = [200,700)) || EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 && Helper(35000),fvar(5) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing || (PrevStateNo = [130,155]) || (PrevStateNo = [700,770]) || (PrevStateNo = [5000,5270])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) < 62

;MAX伍百弐拾四式·神塵
[State -1, MAX KAMUKURA]
Type = ChangeState
Value = 4000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0 && var(52)!= [5,6]
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != 294
TriggerAll = EnemyNear(var(58)),PrevStateNo != 52 || var(57) < 8
TriggerAll = EnemyNear(var(58)),PrevStateNo != [150,155]
TriggerAll =(EnemyNear(var(58)),StateNo = [200,700)) || EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 && Helper(35000),fvar(5) = 0
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing || (PrevStateNo = [130,155]) || (PrevStateNo = [700,770]) || (PrevStateNo = [5000,5270])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) < 62

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;隙突き(敵に硬直時間／触発時間確認)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;近距離立ち強パンチ
[State -1, 近距離立ち強パンチ]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = P2BodyDist X < 39 && P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || var(56) > 9
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = PrevStateNo = [150,153]
Trigger1 = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
Trigger1 = EnemyNear(var(58)),AnimTime = [-5,-3]
Trigger1 = EnemyNear(var(58)),Time >= 60-var(56)*5
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 2)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 2)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 2)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 2)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 2)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 2)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 2)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 2)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 2)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 2)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 2)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 2)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 2)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 2)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 2)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 2)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 2)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 2)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 2)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 2)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 2)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 2)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 2)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 2)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 2)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 2)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 2)
Trigger29 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 2)

;遠距離立ち強パンチ
;[State -1, 遠距離立ち強パンチ]
;Type = ChangeState
;Value = 210
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125 || var(57) >= 9
;TriggerAll = StateType != A
;TriggerAll =!EnemyNear(var(58)),Ctrl
;TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = EnemyNear(var(58)),StateType = S
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT || var(57) < 6
;TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
;TriggerAll = P2BodyDist X >= 40 && P2BodyDist X - fvar(21) * 4 = [-10,80]
;TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || var(56) > 9
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = PrevStateNo = [150,153]
;Trigger1 = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
;Trigger1 = EnemyNear(var(58)),AnimTime = [-6,-4]
;Trigger1 = EnemyNear(var(58)),Time >= 60-var(56)*5
;Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 4)
;Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 4)
;Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 4)
;Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 4)
;Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 4)
;Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 4)
;Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 4)
;Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 4)
;Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 4)
;Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 4)
;Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 4)
;Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 4)
;Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 4)
;Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 4)
;Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 4)
;Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 4)
;Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 4)
;Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 4)
;Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 4)
;Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 4)
;Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 4)
;Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 4)
;Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 4)
;Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 4)
;Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 4)
;Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 4)
;Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 4)
;Trigger29 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 4)

;近距離立ち弱キック
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 4) * fvar(1) * fvar(4)) ,50 + ((fvar(21) * 4) * fvar(1) * fvar(4)) ]
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || var(56) > 9
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = PrevStateNo = [150,153]
Trigger1 = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
Trigger1 = EnemyNear(var(58)),AnimTime = [-7,-4]
Trigger1 = EnemyNear(var(58)),Time >= 60-var(56)*5
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 3)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 3)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 3)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 3)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 3)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 3)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 3)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 3)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 3)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 3)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 3)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 3)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 3)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 3)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 3)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 3)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 3)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 3)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 3)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 3)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 3)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 3)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 3)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 3)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 3)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 3)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 3)
Trigger29 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 3)

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || var(56) > 9
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = PrevStateNo = [150,153]
Trigger1 = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
Trigger1 = EnemyNear(var(58)),AnimTime = [-6,-3]
Trigger1 = EnemyNear(var(58)),Time >= 60-var(56)*5
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 2)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 2)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 2)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 2)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 2)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 2)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 2)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 2)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 2)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 2)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 2)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 2)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 2)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 2)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 2)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 2)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 2)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 2)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 2)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 2)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 2)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 2)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 2)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 2)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 2)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 2)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 2)
Trigger29 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 2)

;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,Ifelse((StateNo = [100,101]) && Vel X != 0,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) )]
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || var(56) > 9
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = PrevStateNo = [150,153]
Trigger1 = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
Trigger1 = EnemyNear(var(58)),AnimTime = [-6,-3]
Trigger1 = EnemyNear(var(58)),Time >= 60-var(56)*5
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 2)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 2)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 2)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 2)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 2)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 2)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 2)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 2)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 2)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 2)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 2)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 2)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 2)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 2)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 2)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 2)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 2)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 2)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 2)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 2)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 2)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 2)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 2)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 2)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 2)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 2)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 2)
Trigger29 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 2)

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上受身狩り
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;弱百八式·闇払い
;[State -1, 弱百八式·闇払い]
;Type = ChangeState
;Value = 1000
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0; && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 600
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateNo = 5201 || EnemyNear(var(58)),StateNo = 52000
;TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = EnemyNear(var(58)),AnimTime = -10
;Trigger1 = P2BodyDist X = [34,66]
;
;Trigger2 = EnemyNear(var(58)),AnimTime = -15
;Trigger2 = P2BodyDist X = [54,84]
;
;Trigger3 = EnemyNear(var(58)),AnimTime = -20
;Trigger3 = P2BodyDist X = [74,104]

;近距離立ち強パンチ
[State -1, 近距離立ち強パンチ]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0; && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5201 || EnemyNear(var(58)),StateNo = 52000
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X = [-10,30]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),AnimTime = -2

;八拾八式
[State -1, 八拾八式]
Type = ChangeState
Value = 310
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0; && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5201 || EnemyNear(var(58)),StateNo = 52000
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X = [30,68]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),AnimTime = -2

;しゃがみ弱パンチ
[State -1, しゃがみ弱パンチ]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0; && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5201 || EnemyNear(var(58)),StateNo = 52000
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X = [-10,30]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),AnimTime = -2

;しゃがみ弱キック
[State -1, しゃがみ弱キック]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0; && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo = 5201 || EnemyNear(var(58)),StateNo = 52000
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X = [-10,30]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),AnimTime = -2

;P投げ
[State -1, Throw]
Type = ChangeState
Value = 800
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0; && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [30,49]
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = BackEdgeDist > 120
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-18,20]
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = [0,1]
Trigger2 = EnemyNear(var(58)),PrevStateNo = 52000 && EnemyNear(var(58)),Time = [0,1]
Trigger3 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 1

;K投げ
[State -1, Throw]
Type = ChangeState
Value = 805
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0; && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [30,49]
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = BackEdgeDist <= 120
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-18,20]
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = [0,1]
Trigger2 = EnemyNear(var(58)),PrevStateNo = 52000 && EnemyNear(var(58)),Time = [0,1]
Trigger3 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 1

;地上受身狩り
[State -1, 小ジャンプ]
Type = ChangeState
Value = Ifelse(P2BodyDist X <= 45,Ifelse((var(41) < 120 || EnemyNear(var(58)),BackEdgeBodyDist <= 20 || EnemyNear(var(58)),FrontedgeBodyDist <= 20),34,32),34)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0; && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
;TriggerAll = Life >= 100
TriggerAll = P2Dist X > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),AnimTime = [-22,-17]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = P2BodyDist X = [-10,120]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),StateType != L
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5050
Trigger2 = EnemyNear(var(58)),StateNo = [5200,5209]
Trigger3 = EnemyNear(var(58)),StateNo = 52000

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; 暴発
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;近距離立ち強パンチ
[State -1, 近距離立ち強パンチ]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = Random <= 400
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 2000
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = EnemyNear(var(58)),StateNo != 200
;TriggerAll = EnemyNear(var(58)),StateNo != 400
;TriggerAll = EnemyNear(var(58)),StateNo != 430
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Time < 2
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X < 39 && P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(1)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(3)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(5)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(7)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(9)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(11)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(13)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(15)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(17)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(19)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(21)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(23)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(25)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(27)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(29)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(31)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(33)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(35)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(37)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(39)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(41)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(43)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(45)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(47)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(49)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(51)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(53)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(55)

;しゃがみ弱パンチ
[State -1, しゃがみ弱パンチ]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = Random <= 400
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 2000
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = EnemyNear(var(58)),StateNo != 200
;TriggerAll = EnemyNear(var(58)),StateNo != 400
;TriggerAll = EnemyNear(var(58)),StateNo != 430
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Time < 2
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(1)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(3)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(5)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(7)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(9)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(11)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(13)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(15)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(17)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(19)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(21)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(23)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(25)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(27)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(29)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(31)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(33)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(35)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(37)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(39)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(41)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(43)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(45)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(47)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(49)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(51)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(53)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(55)

;しゃがみ弱キック
[State -1, しゃがみ弱キック]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = Random <= 400
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 2000
TriggerAll =!EnemyNear(var(58)),Ctrl
;TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = EnemyNear(var(58)),StateNo != 200
;TriggerAll = EnemyNear(var(58)),StateNo != 400
;TriggerAll = EnemyNear(var(58)),StateNo != 430
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Time < 2
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,Ifelse((StateNo = [100,101]) && Vel X != 0,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) )]
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(1)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(3)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(5)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(7)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(9)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(11)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(13)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(15)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(17)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(19)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(21)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(23)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(25)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(27)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(29)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(31)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(33)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(35)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(37)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(39)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(41)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(43)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(45)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(47)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(49)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(51)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(53)
Trigger1 = EnemyNear(var(58)), StateNo != Helper(999), var(55)

;EnemyNear(var(58)),Pos X - Pos X && P2Dist X < 0 = P2BodyDist X
;EnemyNear(var(58)),Pos X - Pos X && P2Dist X > 0 = P2BodyDist X + 30
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;隙突き
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1,ブラックアウト 空キャン]
Type = ChangeState
Value = 740
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 7
TriggerAll = POwer >= 1000
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = MoveType != H
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),Time <= 1
TriggerAll = (StateNo = [200,245]) || (StateNo = [400,440])
Trigger1 = Enemy,StateNo = var(27)
Trigger1 = StateNo != [700,745]
Trigger1 = (var(27) != [0,1])
;Trigger1 = var(16) := 1
Trigger2 = Enemy,StateNo = var(28)
Trigger2 = StateNo != [700,745]
Trigger2 = (var(28) != [0,1])
;Trigger2 = var(16) := 1
IgnoreHitPause = 1
;
[State -1,ブラックアウト 空キャン]
Type = ChangeState
Value = 700
TriggerAll = var(59)
TriggerAll = var(57) >= 7
TriggerAll = Power >= 1000 && Random <= 10 || Power >= 2000 && Random <= 50 || Power >= 3000 && Random <= 300 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel x >= 0
TriggerAll = FrontedgeBodyDist >= 80 || P2Dist X < 0
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Time >= 40-var(56)*5 || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing || P2Dist X < 0
TriggerAll = Random < EnemyNear(var(58)),Time*50 || var(56) > 9
Trigger1 = (var(1) = [1,2]) && MoveType != H
Trigger1 = Stateno != 255
Trigger1 = Var(16) := 2
IgnoreHitPause = 1
;
[State -1,ブラックアウト 空キャン]
Type = ChangeState
Value = 710
TriggerAll = var(59)
TriggerAll = var(57) >= 7
TriggerAll =!var(51) || var(51) = 5 || EnemyNear(var(58)),MoveType = A
TriggerAll = Power >= 1000
TriggerAll = Power >= 2500 || (Life < 200) || (EnemyNear(var(58)),Life < 300 && Power >= 2000) || (EnemyNear(var(58)),Life < 150)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = FrontEdgeBodyDist >= 80 || var(51) = 5 || P2Dist X < 0
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Time >= 40-var(56)*5 || var(56) > 9
TriggerAll = EnemyNear(var(58)),facing != facing || P2Dist X < 0
TriggerAll = Random < EnemyNear(var(58)),Time*50 || var(56) > 9
Trigger1 = StateNo = 310 && Animelem = 3,> 0
Trigger1 = Var(16) := 2
Trigger2 = StateNo = 305 && AnimElem = 4,> 0
Trigger2 = Var(16) := 2
Trigger3 = StateNo = 345 && AnimElem = 8, > 0
Trigger3 = Var(16) := 2
ignorehitpause = 1
;
[State -1,ブラックアウト 空キャン]
Type = ChangeState
Value = 700
TriggerAll = var(59)
TriggerAll = var(57) >= 7
TriggerAll = Power >= 1000 && Random <= 10 || Power >= 2000 && Random <= 50 || Power >= 3000 && Random <= 300 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel x >= 0
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = FrontedgeBodyDist >= 80 || P2Dist X < 0
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 50
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != 5120
TriggerAll = EnemyNear(var(58)),Facing != Facing || P2Dist X < 0
Trigger1 = (var(1) = [1,2]) && MoveType != H
Trigger1 = Stateno != 255
Trigger1 = Var(16) := 2
IgnoreHitPause = 1

[State -1, MAX S]
Type = ChangeState
Value = 1110
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel x >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !EnemyNear(var(58)),Ctrl
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = P2Dist X >= -10
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * Ifelse(TeamSide = 1,6,5)) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * Ifelse(TeamSide = 1,6,5)) * fvar(1) * fvar(4))]
TriggerAll = P2bodydist Y = [-50,10]
Trigger1 = (var(1) = [1,2]) && MoveType != H
IgnoreHitPause = 1

[State -1, BB]
Type = ChangeState
Value = Ifelse(frontedgeDist <= 50,710,700)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateNo = 5120 && AnimTime = [-3,0]
TriggerAll = Random <= 5 || EnemyNear(var(58)),StateNo >= 1000
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [0,80]
Trigger1 = Random <= 5 || Life <= ceil(lifemax/3)&& Random <= 100
Trigger1 = var(16) := 1

[State -1, BB]
Type = ChangeState
Value = Ifelse(frontedgeDist <= 50,710,700)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateNo = 5120 && AnimTime = [-3,0]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) = [0,80]
Trigger1 = Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23))
Trigger1 = var(16) := 1 || 1

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A || Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing = Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X < 39 && P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A || Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing = Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]

;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A || Enemy,NumProj && EnemyNear(var(58)),StateNo < 2000
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing = Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,Ifelse((StateNo = [100,101]) && Vel X != 0,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) )]

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23)) || Abs(PlayerId(Helper(35000),var(23)),Pos X - Pos X) > 50 || var(57) < 6
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing && (EnemyNear(var(58)),AnimTime >= -12 || EnemyNear(var(58)),StateNo < 700 || Helper(35000),fvar(6) > 0)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X < 39 && P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23)) || Abs(PlayerId(Helper(35000),var(23)),Pos X - Pos X) > 50 || var(57) < 6
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing && (EnemyNear(var(58)),AnimTime >= -4 || EnemyNear(var(58)),StateNo < 700 || Helper(35000),fvar(6) > 0)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]

;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23)) || Abs(PlayerId(Helper(35000),var(23)),Pos X - Pos X) > 50 || var(57) < 6
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing && (EnemyNear(var(58)),AnimTime >= -5 || EnemyNear(var(58)),StateNo < 700 || Helper(35000),fvar(6) > 0)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X= [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,Ifelse((StateNo = [100,101]) && Vel X != 0,40 - ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 - ((fvar(21) * 3) * fvar(1) * fvar(4)) )]

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23)) || Abs(PlayerId(Helper(35000),var(23)),Pos X - Pos X) > 50 || var(57) < 6
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing && (EnemyNear(var(58)),AnimTime >= -8 || EnemyNear(var(58)),StateNo < 700 || Helper(35000),fvar(6) > 0)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X < 39 && P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23)) || Abs(PlayerId(Helper(35000),var(23)),Pos X - Pos X) > 50 || var(57) < 6
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing && (EnemyNear(var(58)),AnimTime >= -4 || EnemyNear(var(58)),StateNo < 700 || Helper(35000),fvar(6) > 0)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]

;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23)) || Abs(PlayerId(Helper(35000),var(23)),Pos X - Pos X) > 50 || var(57) < 6
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing && (EnemyNear(var(58)),AnimTime >= -5 || EnemyNear(var(58)),StateNo < 700 || Helper(35000),fvar(6) > 0)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,Ifelse((StateNo = [100,101]) && Vel X != 0,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) )]

;八拾八式
;[State -1, 八拾八式]
;Type = ChangeState
;Value = 310
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
;TriggerAll = StateType != A
;TriggerAll =!EnemyNear(var(58)),Ctrl
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = EnemyNear(var(58)),AnimTime <= -3
;TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
;TriggerAll =!Enemy,NumProj
;TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),Facing = Facing
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [48+floor(3*(EnemyNear(var(58)),Vel X)),68+floor(3*(EnemyNear(var(58)),Vel X))]
;Trigger1 = var(41) >= 236

;しゃがみ弱キック
[State -1, しゃがみ弱キック]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = StateType != A 
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(var(58)),StateNo <= 5000 && EnemyNear(var(58)),MoveType != H
TriggerAll = !EnemyNear(var(58)),NumProj && !PlayerIdEXist(Helper(35000),var(23)) || Abs(PlayerId(Helper(35000),var(23)),Pos X - Pos X) > 50 || var(57) < 6
TriggerAll = !InGuardDist && !Helper(30100+ID),InGuardDist 
TriggerAll = EnemyNear(var(58)),StateNo != 5040
TriggerAll = !(EnemyNear(var(58)),StateNo >= 5000 && EnemyNear(var(58)),MoveType = I)
TriggerAll = !(EnemyNear(var(58)),StateNo = [290,294])
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = BackEdgeBodyDist >= 10
Trigger1 = fvar(19) = [3,5]
Trigger1 = P2BodyDist X = [-40,40]
Trigger2 = BackEdgeBodyDist < 10
Trigger2 = fvar(19) = [3,5]
Trigger2 = P2BodyDist X < 40 + ((fvar(21) * fvar(19)) * fvar(1) * fvar(4))

;[State -1, しゃがみ弱キック]
;Type = ChangeState
;Value = 430
;TriggerAll = var(59) = 1
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = !InGuardDist && !Helper(30100+ID),InGuardDist 
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X - (fvar(21) * 3) * fvar(1) * fvar(4) = [-10,40]
;Trigger1 = P2BodyDist Y + floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(39)) > 0

;しゃがみ弱キック
;[State -1, しゃがみ弱キック]
;Type = ChangeState
;Value = 430
;TriggerAll = var(59) = 1
;TriggerAll = StateType != A
;TriggerAll = !EnemyNear(var(58)),NumProj && !PlayerIdEXist(Helper(35000),var(23)) || Abs(PlayerId(Helper(35000),var(23)),Pos X - Pos X) > 50
;TriggerAll = !InGuardDist && !Helper(30100+ID),InGuardDist 
;TriggerAll = EnemyNear(var(58)),StateNo = [290,294]
;;TriggerAll = EnemyNear(var(58)),Facing != Facing
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = BackEdgeBodyDist >= 10
;Trigger1 = fvar(19) = (0,2]
;Trigger1 = P2BodyDist X - fvar(21) * fvar(19) <= 40 * fvar(1) * fvar(4)  || (P2BodyDist X = [-10,20])
;Trigger2 = BackEdgeBodyDist < 10
;Trigger2 = fvar(19) = (0,2]
;Trigger2 = P2BodyDist X - fvar(21) * fvar(19) < 48 * fvar(1) * fvar(4) 

;しゃがみ弱キック
[State -1, しゃがみ弱キック]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),Ctrl || EnemyNear(var(58)),StateNo != [5100,5119]
Trigger1 = EnemyNear(var(58)),Pos Y >= 0 && EnemyNear(var(58)),Vel Y != 0 || P2Dist Y < -15*(10-ifelse(var(56) > 9,10,var(56))) && P2Dist Y + floor(ifelse(TeamSide=2,2,3)*(EnemyNear(var(58)),Vel Y)+(ifelse(TeamSide=2,2,3)*(ifelse(TeamSide=2,2,3)+1)/2)*fvar(39)) > 0
Trigger1 = EnemyNear(var(58)),Pos Y >= 0 && EnemyNear(var(58)),Vel Y != 0 && EnemyNear(var(58)),Const(size.mid.pos.y) - 20 <= -75 || P2Dist Y < -15*(10-ifelse(var(56) > 9,10,var(56)))
Trigger1 = EnemyNear(var(58)),MoveType != H && EnemyNear(var(58)),AnimTime > -3 || EnemyNear(var(58)),Ctrl
Trigger1 = P2BodyDist X + floor(3*(EnemyNear(var(58)),Vel X))*(EnemyNear(var(58)),Facing)*ifelse((EnemyNear(var(58)),Pos X - Pos X) >= 0,1,-1)*(EnemyNear(var(58)),StateType = A) = [-5,5*(4+10-ifelse(var(56) > 9,10,var(56)))]
Trigger1 = Random <= var(56)*2*(1+3*(EnemyNear(var(58)),StateNo < 200) + 2*((EnemyNear(var(58)),StateNo != [120,159]) && (EnemyNear(var(58)),PrevStateNo != [5000,5270])))

Trigger2 = EnemyNear(var(58)),Ctrl || EnemyNear(var(58)),StateNo != [5100,5119]
Trigger2 = EnemyNear(var(58)),Pos Y >= 0 && EnemyNear(var(58)),Vel Y != 0 || P2Dist Y < -15*(10-ifelse(var(56) > 9,10,var(56))) && P2Dist Y + floor(ifelse(TeamSide=2,2,3)*(EnemyNear(var(58)),Vel Y)+(ifelse(TeamSide=2,2,3)*(ifelse(TeamSide=2,2,3)+1)/2)*fvar(39)) > 0
Trigger2 = EnemyNear(var(58)),Pos Y >= 0 && EnemyNear(var(58)),Vel Y != 0 && EnemyNear(var(58)),Const(size.mid.pos.y) - 20 <= -75 || P2Dist Y < -15*(10-ifelse(var(56) > 9,10,var(56)))
Trigger2 = EnemyNear(var(58)),MoveType != H && EnemyNear(var(58)),AnimTime > -3 || EnemyNear(var(58)),Ctrl
Trigger2 =(EnemyNear(var(58)),BackEdgeBodyDist <= 35 - EnemyNear(var(58)),Const(size.ground.back) || EnemyNear(var(58)),FrontEdgeBodyDist <= 35 - EnemyNear(var(58)),Const(size.ground.front))
Trigger2 = P2BodyDist X = [-10,10*(2+10-ifelse(var(56) > 9,10,var(56)))]
Trigger2 = Random <= var(56)*2*(1+3*(EnemyNear(var(58)),StateNo < 200) + 2*((EnemyNear(var(58)),StateNo != [120,159]) && (EnemyNear(var(58)),PrevStateNo != [5000,5270])))

Trigger3 = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H && (EnemyNear(var(58)),StateNo = [291,293]) && (NumTarget(10) && Movehit || P2StateNo = 293 || (P2StateNo = [291,292]) && Enemy,Vel Y >= 0)
Trigger3 =(EnemyNear(var(58)),BackEdgeBodyDist <= 35 - EnemyNear(var(58)),Const(size.ground.back) || EnemyNear(var(58)),FrontEdgeBodyDist <= 35 - EnemyNear(var(58)),Const(size.ground.front))
Trigger3 = P2BodyDist X = [-10-(FrontEdgeDist<=20)*10,40 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
Trigger3 = P2BodyDist Y + floor(ifelse(TeamSide=2,2,3)*(EnemyNear(var(58)),Vel Y)+(ifelse(TeamSide=2,2,3)*(ifelse(TeamSide=2,2,3)+1)/2)*fvar(39)) > 0
Trigger3 = P2Dist Y < -15*(10-ifelse(var(56) > 9,10,var(56))) && (Random <= 500 || var(57) >= 9 || var(41) < 140)

Trigger4 = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H && (EnemyNear(var(58)),StateNo = [291,293]) && (NumTarget(10) && Movehit || P2StateNo = 293 || (P2StateNo = [291,292]) && Enemy,Vel Y >= 0)
Trigger4 = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
Trigger4 = P2BodyDist Y + floor(ifelse(TeamSide=2,2,3)*(EnemyNear(var(58)),Vel Y)+(ifelse(TeamSide=2,2,3)*(ifelse(TeamSide=2,2,3)+1)/2)*fvar(39)) > 0
Trigger4 = P2Dist Y < -15*(10-ifelse(var(56) > 9,10,var(56))) && (Random <= 500 || var(57) >= 9 || var(41) < 140)

Trigger5 = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),MoveType != H
Trigger5 = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,Ifelse((StateNo = [100,101]) && Vel X != 0,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4)) )]
Trigger5 = P2BodyDist Y + floor(ifelse(TeamSide=2,2,3)*(EnemyNear(var(58)),Vel Y)+(ifelse(TeamSide=2,2,3)*(ifelse(TeamSide=2,2,3)+1)/2)*fvar(39)) > 0
Trigger5 = P2Dist Y < -15*(10-ifelse(var(56) > 9,10,var(56))) && (Random <= 500 || var(57) >= 9)

;しゃがみ強キック
[State -1, しゃがみ強キック]
Type = ChangeState
Value = 440
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),StateNo != 5040
TriggerAll = EnemyNear(var(58)),StateNo <= 5000 && EnemyNear(var(58)),MoveType != H
TriggerAll = !(EnemyNear(var(58)),StateNo >= 5000 && EnemyNear(var(58)),MoveType = I)
TriggerAll = !Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23)) || var(57) < 6
TriggerAll = !InGuardDist && !Helper(30100+ID),InGuardDist 
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = fvar(19) = [9,12]
Trigger1 = P2BodyDist x - fvar(21) * fvar(19) = [50, 68]

;小ジャンプ
[State -1, 小ジャンプ]
Type = ChangeState
Value = Ifelse(P2BodyDist X <= 30,Ifelse((var(41) < 120 || EnemyNear(var(58)),BackEdgeBodyDist <= 20 || EnemyNear(var(58)),FrontedgeBodyDist <= 20),34,32),34)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0; && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
;TriggerAll = Life >= 100
TriggerAll = P2Dist X > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A 
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = (EnemyNear(var(58)),StateNo = [291,293])
TriggerAll = (NumTarget(10) && Movehit || P2StateNo = 293 || (P2StateNo = [291,292]) && Enemy,Vel Y >= 0)
TriggerAll =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll =!EnemyNear(var(58)),AuthorName = "Bai家的情殇"
TriggerAll = P2BodyDist X = [-10,120]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = Ifelse(P2BodyDist X <= 30,Ifelse((var(41) < 120 || EnemyNear(var(58)),BackEdgeBodyDist <= 20 || EnemyNear(var(58)),FrontedgeBodyDist <= 20),(fvar(19) = [22,24]),(fvar(19) = [20,22])),(fvar(19) = [22,24]))

;ジャンプ強キック
[State -1, ジャンプ強キック]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Helper(35000),fvar(2) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = (EnemyNear(var(58)),StateNo = [291,293])
TriggerAll = (NumTarget(10) && Movehit || P2StateNo = 293 || (P2StateNo = [291,292]) && Enemy,Vel Y >= 0)
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist 
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-21-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger1 = fvar(20) = [7,8]

;斜めジャンプ強キック
[State -1, Jump Strong Kick]
Type = ChangeState
Value = 640
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Helper(35000),fvar(2) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = (EnemyNear(var(58)),StateNo = [291,293])
TriggerAll = (NumTarget(10) && Movehit || P2StateNo = 293 || (P2StateNo = [291,292]) && Enemy,Vel Y >= 0)
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist 
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = (fvar(20) = [8,10]) || (fvar(20) = [8,14]) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X = [-10-(FrontEdgeDist<=20)*10,69+floor(8*(EnemyNear(var(58)),Vel X)+floor(8*Vel X))]

[State -1, 中ジャンプ／小ジャンプ 隙突き]
Type = ChangeState
Value = ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 150,34,ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 50,32,39))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
TriggerAll = EnemyNear(var(58)),AnimTime < -18
TriggerAll = EnemyNear(var(58)),AnimTime > -25 || Abs(EnemyNear(var(58)),Pos X - Pos X) > 90 || var(41) < 120 || var(57) < 7
TriggerAll = EnemyNear(var(58)),Facing = Facing && fvar(3) > 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(35) >= 50-var(56)*5 || var(56) > 9
TriggerAll = Random < EnemyNear(var(58)),Time*20 || Random < var(35)*50
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = P2BodyDist X = [-10,125+floor(fvar(1)*fvar(4)*((Const(velocity.jump.fwd.x)+ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 140,1.8,0))*(EnemyNear(var(58)),Vel X)))]

;背中合わせ
[State -1, 中ジャンプ／小ジャンプ 隙突き]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),vel x > 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),stateno >= 200
TriggerAll = EnemyNear(var(58)),prevstateno != [150,159]
TriggerAll = EnemyNear(var(58)),Facing = Facing 
TriggerAll = p2bodydist X < -30 - floor(EnemyNear(var(58)),AnimTime*(EnemyNear(var(58)),vel x))
TriggerAll = EnemyNear(var(58)),AnimTime = [-18,-10]
TriggerAll =!InGuardDist
Trigger1 = (stateno = [200,450]) && !MoveContact

;背中合わせ
[State -1, 中ジャンプ／小ジャンプ 隙突き]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),StateNo >= 200 && EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP) || ((EnemyNear(var(58)),StateNo = [200,2000)) && EnemyNear(var(58)),MoveType = A)
TriggerAll = EnemyNear(var(58)),AnimTime < -18
TriggerAll = EnemyNear(var(58)),AnimTime > -25 || Abs(EnemyNear(var(58)),Pos X - Pos X) < -90 || var(42) < 120 || var(57) < 7
TriggerAll = EnemyNear(var(58)),Facing != Facing && fvar(3) < 0 || EnemyNear(var(58)),Facing = Facing && fvar(3) < 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(35) >= 50-var(56)*5 || var(56) > 9
TriggerAll = Random < EnemyNear(var(58)),Time*20 || Random < var(35)*50
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = fvar(3) = [-68,-40)

;背中合わせ
[State -1, 中ジャンプ／小ジャンプ 隙突き]
Type = ChangeState
Value = 35
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),StateNo >= 200 && EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP) || ((EnemyNear(var(58)),StateNo = [200,2000)) && EnemyNear(var(58)),MoveType = A)
TriggerAll = EnemyNear(var(58)),AnimTime < -18
TriggerAll = EnemyNear(var(58)),AnimTime > -25 || Abs(EnemyNear(var(58)),Pos X - Pos X) < -90 || var(42) < 120 || var(57) < 7
TriggerAll = EnemyNear(var(58)),Facing != Facing && fvar(3) < 0 || EnemyNear(var(58)),Facing = Facing && fvar(3) < 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(35) >= 50-var(56)*5 || var(56) > 9
TriggerAll = Random < EnemyNear(var(58)),Time*20 || Random < var(35)*50
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = fvar(3) = [-120,-40)

[State -1, 中ジャンプ 隙突き]
Type = ChangeState
Value = 34
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP)
TriggerAll = EnemyNear(var(58)),AnimTime < -26
TriggerAll = EnemyNear(var(58)),Facing != Facing && fvar(3) > 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(35) >= 50-var(56)*5 || var(56) > 9
TriggerAll = Random < EnemyNear(var(58)),Time*20 || Random < var(35)*50
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [100,155]

[State -1, 大ジャンプ 対飛び道具]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X < 0
TriggerAll = EnemyNear(var(58)),Pos Y >= -30
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo = [1000,2000)
TriggerAll = EnemyNear(var(58)),Facing != Facing && fvar(3) > 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(35) >= 50-var(56)*5 || var(56) > 9
TriggerAll = Random < EnemyNear(var(58)),Time*20 || Random < var(35)*50
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || Abs(EnemyNear(var(58)),Pos X - Pos X) > 190 && !Enemy,NumProj && var(57) < 7
TriggerAll =!Helper(25000+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) > 190

[State -1, 大ジャンプ 対飛び道具]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),AnimTime < -38
TriggerAll = EnemyNear(var(58)),StateNo = [1000,2000)
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(35) >= 50-var(56)*5 || var(56) > 9
TriggerAll = Random < EnemyNear(var(58)),Time*20 || Random < var(35)*50
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || Abs(EnemyNear(var(58)),Pos X - Pos X) > 190 && var(57) > 6
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = ((Abs(EnemyNear(var(58)),Pos X - Pos X) = [175,250]) || (Abs(EnemyNear(var(58)),Pos X - Pos X) = [ifelse(EnemyNear(var(58)),BackEdgeBodyDist <= 20,140,150),240]) && var(57) < 7) && (!Enemy,NumProj || Helper(35000),fvar(9) != 0)
Trigger2 = (Abs(EnemyNear(var(58)),Pos X - Pos X) = [ifelse(var(42) < 120,160,175),250]) || (Abs(EnemyNear(var(58)),Pos X - Pos X) = [ifelse(EnemyNear(var(58)),BackEdgeBodyDist <= 20,150,160),250]) && var(57) < 7
Trigger2 = !Enemy,NumProj && (var(57) < 7 || Helper(35000),fvar(9) != 0)

[State -1, 大ジャンプ 対飛び道具]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),AnimTime < -38
TriggerAll = EnemyNear(var(58)),StateNo = [1000,2000)
TriggerAll = EnemyNear(var(58)),Facing != Facing && fvar(3) > 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(35) >= 50-var(56)*5 || var(56) > 9
TriggerAll = ((Abs(EnemyNear(var(58)),Pos X - Pos X) = [175,250]) || (Abs(EnemyNear(var(58)),Pos X - Pos X) = [ifelse(EnemyNear(var(58)),BackEdgeBodyDist <= 20,140,150),240]) && var(57) < 7)
TriggerAll = Random < EnemyNear(var(58)),Time*20 || Random < var(35)*50
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = Helper(35000),var(1) = EnemyNear(var(58)),StateNo
Trigger2 = Helper(35000),var(2) = EnemyNear(var(58)),StateNo
Trigger3 = Helper(35000),var(3) = EnemyNear(var(58)),StateNo
Trigger4 = Helper(35000),var(4) = EnemyNear(var(58)),StateNo
Trigger5 = Helper(35000),var(5) = EnemyNear(var(58)),StateNo
Trigger6 = Helper(35000),var(6) = EnemyNear(var(58)),StateNo
Trigger7 = Helper(35000),var(7) = EnemyNear(var(58)),StateNo
Trigger8 = Helper(35000),var(8) = EnemyNear(var(58)),StateNo
Trigger9 = Helper(35000),var(9) = EnemyNear(var(58)),StateNo
Trigger10= Helper(35000),var(10)= EnemyNear(var(58)),StateNo

[State -1, EX独楽屠り 対飛び道具]
Type = ChangeState
Value = 2260
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = Power >= 1000 && Random < 50+(5*Power/100) || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),AnimTime <= -24
TriggerAll = EnemyNear(var(58)),StateNo = [1000,2000)
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(35) >= 50-var(56)*5 || var(56) > 9
TriggerAll = Random < EnemyNear(var(58)),Time*20 || Random < var(35)*50
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || Abs(EnemyNear(var(58)),Pos X - Pos X) > 190 && var(57) > 6
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = ((Abs(EnemyNear(var(58)),Pos X - Pos X) = [180,225]) || EnemyNear(var(58)),BackEdgeBodyDist <= 20 && (Abs(EnemyNear(var(58)),Pos X - Pos X) = [160,225]) && var(57) < 7) && !Enemy,NumProj && (var(57) < 7 || Helper(35000),fvar(9) != 0)

[State -1, EX独楽屠り 対飛び道具]
Type = ChangeState
Value = 2260
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = Power >= 1000 && Random < 50+(5*Power/100) || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),AnimTime <= -24
TriggerAll = EnemyNear(var(58)),StateNo = [1000,2000)
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Random < EnemyNear(var(58)),Time*20 || Random < var(35)*50
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || Abs(EnemyNear(var(58)),Pos X - Pos X) > 30
;Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [-65,130]
Trigger1 = !Enemy,NumProj && Helper(35000),fvar(9) != 0
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

[State -1, 強独楽屠り 対飛び道具]
Type = ChangeState
Value = 1810
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),AnimTime <= -35
TriggerAll = EnemyNear(var(58)),StateNo = [1000,2000)
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(35) >= 50-var(56)*5 || var(56) > 9
TriggerAll = Random < EnemyNear(var(58)),Time*20 || Random < var(35)*50
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || Abs(EnemyNear(var(58)),Pos X - Pos X) > 190 && var(57) > 6
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = ((Abs(EnemyNear(var(58)),Pos X - Pos X) = [180,225]) || EnemyNear(var(58)),BackEdgeBodyDist <= 20 && (Abs(EnemyNear(var(58)),Pos X - Pos X) = [160,225]) && var(57) < 7) && !Enemy,NumProj && (var(57) < 7 || Helper(35000),fvar(9) != 0)

[State -1, ジャンプ 背後]
Type = ChangeState
Value = ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 200,36,ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 150,34,32))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100)) || var(57) > 9
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [90,240]
Trigger1 = EnemyNear(var(58)),Facing = Facing && fvar(3) > 0 && (EnemyNear(var(58)),AnimTime < -18 || var(41) > 120 || var(57) < 7)
Trigger1 = EnemyNear(var(58)),StateNo = [200,2000)
Trigger1 = EnemyNear(var(58)),StateType != L
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType = A

;背中合わせ
[State -1, 中ジャンプ／小ジャンプ 隙突き]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100)) || var(57) > 9
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = fvar(3) = [-68,-40)
Trigger1 = EnemyNear(var(58)),Facing = Facing && fvar(3) < 0 && (EnemyNear(var(58)),AnimTime < -18 || var(42) > 120 || var(57) < 7)
Trigger1 = EnemyNear(var(58)),StateNo = [200,2000)
Trigger1 = EnemyNear(var(58)),StateType != L
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType = A

;背中合わせ
[State -1, 中ジャンプ／小ジャンプ 隙突き]
Type = ChangeState
Value = 35
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100)) || var(57) > 9
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = fvar(3) = [-120,-40)
Trigger1 = EnemyNear(var(58)),Facing = Facing && fvar(3) < 0 && (EnemyNear(var(58)),AnimTime < -18 || var(42) > 120 || var(57) < 7)
Trigger1 = EnemyNear(var(58)),StateNo = [200,2000)
Trigger1 = EnemyNear(var(58)),StateType != L
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType = A

[State -1, バックステップ／中後ジャンプ 背後撃ち]
Type = ChangeState
Value = ifelse(P2BodyDist X > 60,35,105)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll =!var(52)
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100)) || var(57) > 9
TriggerAll = P2Dist X > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 2000 && EnemyNear(var(58)),Vel X >= 0 && EnemyNear(var(58)),Vel Y != 0
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y + (4*(EnemyNear(var(58)),Vel Y)+(4*(4+1)/2)*fvar(39)) < 0 && Ceil(EnemyNear(var(58)),Vel Y+fvar(19)*fvar(39)) > 17
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),Facing = Facing && (Abs(EnemyNear(var(58)),Pos X - Pos X) = [90,240])

;ダッシュ(隙突き)
[State -1, Dash]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateNo != 100
TriggerAll = StateType != A
TriggerAll = P2Dist X > 0
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = P2BodyDist X > 120 || EnemyNear(var(58)),Facing = Facing && P2BodyDist X >= 40
Trigger1 = EnemyNear(var(58)),StateType = A
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 =!EnemyNear(var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
Trigger1 = EnemyNear(var(58)),Time >= 60
Trigger2 =!EnemyNear(var(58)),Ctrl
Trigger2 = EnemyNear(var(58)),MoveType != H
Trigger2 = EnemyNear(var(58)),StateType = A
Trigger2 = EnemyNear(var(58)),Facing = Facing && P2BodyDist X >= 40
Trigger3 =!EnemyNear(var(58)),Ctrl
Trigger3 = EnemyNear(var(58)),StateType != A
Trigger3 = EnemyNear(var(58)),StateType != L
Trigger3 = EnemyNear(var(58)),MoveType != H
Trigger3 = EnemyNear(var(58)),Facing = Facing
Trigger3 =!EnemyNear(var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT

;EX百式·鬼焼き
[State -1, EX百式·鬼焼き]
Type = ChangeState
Value = 2170
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
Triggerall = Power >= 1000 || var(40) > 0
Triggerall = EnemyNear(var(58)),Life < 130 || Power >= 3000
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = P2BodyDist X = [-5, 40]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < Helper(999), var(2)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < Helper(999), var(4)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < Helper(999), var(6)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < Helper(999), var(8)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < Helper(999), var(10)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < Helper(999), var(12)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < Helper(999), var(14)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < Helper(999), var(16)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < Helper(999), var(18)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < Helper(999), var(20)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < Helper(999), var(22)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < Helper(999), var(24)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < Helper(999), var(26)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < Helper(999), var(28)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < Helper(999), var(30)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < Helper(999), var(32)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < Helper(999), var(34)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < Helper(999), var(36)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < Helper(999), var(38)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < Helper(999), var(40)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < Helper(999), var(42)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < Helper(999), var(44)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < Helper(999), var(46)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < Helper(999), var(48)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < Helper(999), var(50)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < Helper(999), var(52)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < Helper(999), var(54)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < Helper(999), var(56)

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 1110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = Random <= 720
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,NA,SA,HA
TriggerAll = P2BodyDist X = [-15,32]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 5)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 5)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 5)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 5)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 5)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 5)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 5)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 5)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 5)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 5)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 5)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 5)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 5)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 5)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 5)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 5)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 5)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 5)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 5)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 5)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 5)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 5)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 5)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 5)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 5)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 5)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 5)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 5)

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = Random <= Ifelse(EnemyNear(var(58)),StateType = S,1,420)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo = [200,1000)
TriggerAll = P2BodyDist X = [-5,40]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 2)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 2)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 2)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 2)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 2)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 2)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 2)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 2)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 2)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 2)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 2)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 2)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 2)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 2)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 2)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 2)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 2)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 2)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 2)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 2)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 2)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 2)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 2)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 2)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 2)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 2)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 2)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 2)

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = Random <= 720
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo = [200,1000)
TriggerAll = P2BodyDist X < 39 && P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 2)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 2)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 2)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 2)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 2)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 2)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 2)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 2)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 2)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 2)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 2)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 2)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 2)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 2)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 2)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 2)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 2)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 2)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 2)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 2)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 2)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 2)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 2)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 2)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 2)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 2)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 2)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 2)

[State -1, 後小ジャンプ 背後撃ち]
Type = ChangeState
Value = 33
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll =!var(52)
TriggerAll = var(51) < 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100)) || var(57) > 9
TriggerAll = P2Dist X > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo >= 2000
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing = Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll =!(EnemyNear(var(58)),Name = "IGNIZ" && EnemyNear(var(58)),AuthorName = "TightRiam")
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3

;---------------------------------------------------------------------------
;投げ
;---------------------------------------------------------------------------
;MAX伍百弐拾四式·神塵
[State -1, MAX伍百弐拾四式·神塵 タッグ 後ろへ投げ]
Type = ChangeState
Value = 4000
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0 && var(52)!= [5,6]
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),PrevStateNo != 52 || var(57) < 8
TriggerAll = EnemyNear(var(58)),PrevStateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [30,49]
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != 294
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 62
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H

;K投げ
[State -1, Throw]
Type = ChangeState
Value = 805
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = !EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [30,49]
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),AnimTime > Ifelse(EnemyNear(var(58)),StateType = S,-3,-4)
TriggerAll = BackEdgeDist <= 120
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-15,15]

;P投げ
[State -1, Throw]
Type = ChangeState
Value = 800
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = !EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [30,49]
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),AnimTime > Ifelse(EnemyNear(var(58)),StateType = S,-3,-4)
TriggerAll = BackEdgeDist > 120
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-15,15]
;
;;P投げ
;[State -1, Throw]
;Type = ChangeState
;Value = 800
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 3
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = P2MoveType != H
;TriggerAll = P2StateNo != [5000,5050]
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,159])
;TriggerAll = StateType != A
;TriggerAll = P2StateType != A
;TriggerAll = P2StateType != L
;TriggerAll = P2StateNo != 5120
;TriggerAll = P2BodyDist X = [-10,20]
;Trigger1 = EnemyNear(var(58)),Facing != Facing
;Trigger2 = EnemyNear(var(58)),AnimTime < -5
;Trigger2 = EnemyNear(var(58)),Facing  = Facing

;P投げ
[State -1, Throw]
Type = ChangeState
Value = 800
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = P2MoveType != H
TriggerAll = P2StateNo != [5000,5050]
TriggerAll = StateNo = 200 || StateNo = 205 || StateNo = 215 || StateNo = 400 || StateNo = 410 || StateNo = 245 || StateNo = 235
TriggerAll = !MoveContact && AnimTime = 0
TriggerAll = StateType != A
TriggerAll = p2StateType != A
TriggerAll = P2StateType != L
TriggerAll = p2StateNo != 5120
TriggerAll = P2BodyDist X = [-10,20]
Trigger1 = EnemyNear(var(58)),facing != facing
Trigger2 = EnemyNear(var(58)),AnimTime < -5
Trigger2 = EnemyNear(var(58)),facing  = facing

[State -1, Throw]
Type = ChangeState
value = ifelse(var(41)<=180&&(EnemyNear(var(58)),StateNo=[200,999]),805,800)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),Vel Y = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [30,49]
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != 52
TriggerAll = EnemyNear(var(58)),StateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
Triggerall = EnemyNear(var(58)),Facing != Facing
TriggerAll = P2BodyDist X = [-15,20]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),StateNo = [200,5000)
Trigger1 = EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),MoveType = I
Trigger1 = EnemyNear(var(58)),AnimTime >= -1

Trigger2 = EnemyNear(var(58)),MoveType = I
Trigger2 = EnemyNear(var(58)),StateNo = [200,2000)
Trigger2 = (Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))
Trigger2 = InGuardDist

Trigger3 = EnemyNear(var(58)),MoveType = A
Trigger3 = EnemyNear(var(58)),StateNo = [200,1000)
Trigger3 = EnemyNear(var(58)),Time >= 4

Trigger4 = EnemyNear(var(58)),MoveType = A
Trigger4 = EnemyNear(var(58)),StateNo = [1000,2000)
Trigger4 = EnemyNear(var(58)),Time < -EnemyNear(var(58)),AnimTime
Trigger4 = EnemyNear(var(58)),Time >= 12
Trigger4 = InGuardDist

[State -1, Throw]
Type = ChangeState
value = ifelse(var(41)<=180&&(EnemyNear(var(58)),StateNo=[200,999]),805,800)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),Vel Y = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [30,49]
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != 52
TriggerAll = EnemyNear(var(58)),StateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
Triggerall = EnemyNear(var(58)),Facing != Facing
TriggerAll = P2BodyDist X = [-15,20]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),Vel x >= 0)||(EnemyNear(var(58)),AnimTime >= -2&&EnemyNear(var(58)),MoveType = A)
Trigger1 = EnemyNear(var(58)),StateNo=[200,999]

Trigger2 = EnemyNear(var(58)),MoveType = A
Trigger2 = EnemyNear(var(58)),StateNo = [200,999]
Trigger2 = EnemyNear(var(58)),Time > 2

Trigger3 = EnemyNear(var(58)),MoveType = I
Trigger3 = EnemyNear(var(58)),PrevStateNo != 5120
Trigger3 = EnemyNear(var(58)),StateNo < 120

;-----------------------------------------------------------------------------
;弱鬼焼き
;-----------------------------------------------------------------------------
;弱百式·鬼焼き
[State -1, L ONIYAKI]
Type = ChangeState
Value = 1110
TriggerAll = var(59)
TriggerAll = var(57) >= 1
TriggerAll = !var(50)
TriggerAll = var(6) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = P2Dist X > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5610,5621]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && (movecontact || movereversed)
TriggerAll = (var(1) = [1,2]) && (movecontact = 1 || movereversed = 1) && Stateno != 210
Trigger1 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(9*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(9*(EnemyNear(var(58)),Vel X)))]
Trigger1 = P2BodyDist Y = [-50-floor(9*(EnemyNear(var(58)),Vel Y)+(9*(9+1)/2)*fvar(39)),0-floor(9*(EnemyNear(var(58)),Vel Y)+(9*(9+1)/2)*fvar(39))]
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) < 80 && (EnemyNear(var(58)),FrontEdgeBodyDist <= 10 || EnemyNear(var(58)),BackEdgeBodyDist <= 10)
Trigger2 = P2BodyDist Y = [-50-floor(9*(EnemyNear(var(58)),Vel Y)+(9*(9+1)/2)*fvar(39)),0-floor(9*(EnemyNear(var(58)),Vel Y)+(9*(9+1)/2)*fvar(39))]

;弱百式·鬼焼き
[State -1, L ONIYAKI]
Type = ChangeState
Value = 1110
TriggerAll = var(59)
TriggerAll = var(57) >= 1
TriggerAll = !var(50)
TriggerAll = var(6) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = P2Dist X > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5610,5621]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && (movecontact || movereversed)
TriggerAll = (var(1) = [1,2]) && (movecontact = 1 || movereversed = 1) && Stateno = 210
Trigger1 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(9*(EnemyNear(var(58)),Vel X))),30+floor(fvar(1)*fvar(4)*(9*(EnemyNear(var(58)),Vel X)))]
Trigger1 = P2BodyDist Y = [-50-floor(9*(EnemyNear(var(58)),Vel Y)+(9*(9+1)/2)*fvar(39)),0-floor(9*(EnemyNear(var(58)),Vel Y)+(9*(9+1)/2)*fvar(39))]
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) < 65 && (EnemyNear(var(58)),FrontEdgeBodyDist <= 10 || EnemyNear(var(58)),BackEdgeBodyDist <= 10)
Trigger2 = P2BodyDist Y = [-50-floor(9*(EnemyNear(var(58)),Vel Y)+(9*(9+1)/2)*fvar(39)),0-floor(9*(EnemyNear(var(58)),Vel Y)+(9*(9+1)/2)*fvar(39))]

;---------------------------------------------------------------------------
[State -1, MAX裏百八式·大蛇薙]
Type = ChangeState
Value = 3050
TriggerAll = var(59)
TriggerAll = var(57) >= 1
TriggerAll = !var(50)
;TriggerAll = var(6) >= 1
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = EnemyNear(var(58)),Life <= 264 || Random <= 20
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5610,5621]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [290,293]
TriggerAll = P2BodyDist X = [-10,140+floor(20*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2bodydist Y = [-40-floor(20*(EnemyNear(var(58)),Vel Y)+(20*(20+1)/2)*fvar(39)),10-floor(20*(EnemyNear(var(58)),Vel Y)+(20*(20+1)/2)*fvar(39))]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;弱裏百八式·大蛇薙
[State -1, 裏百八式·大蛇薙]
Type = ChangeState
Value = 3000
TriggerAll = var(59)
TriggerAll = var(57) >= 1
TriggerAll = !var(50)
;TriggerAll = var(6) >= 1
TriggerAll = Power >= 1000 || var(40) > 0
TriggerAll = EnemyNear(var(58)),Life <= 128 || Random <= 20
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5610,5621]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [290,293]
TriggerAll = P2BodyDist X = [-10,140+floor(14*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2bodydist Y = [-55-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(39)),-10-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(39))]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;弱百式·鬼焼き
[State -1, L ONIYAKI]
Type = ChangeState
Value = 1110
TriggerAll = var(59)
TriggerAll = var(57) >= 1
TriggerAll = !var(50)
;TriggerAll = var(6) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5610,5621]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [290,293]
TriggerAll = p2bodydist X = [-30,45]
TriggerAll = p2bodydist y = [-30-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39)),5-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39))]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = (var(1) = [1,2]) && (movecontact || movereversed)

;弱百八式·闇払い
[State -1,弱百八式·闇払い]
Type = ChangeState
Value = 1000
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = Random <= var(56) * 100 || var(56) >= 9
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = Numproj = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5610,5621]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = var(41) >= 120
Trigger1 = StateNo = 400 && (AnimElem=2,>0 && AnimElem=3,<4) && MoveContact
Trigger1 = EnemyNear(var(58)),StateType = A
Trigger2 = StateNo = 410 && (AnimElem=3,>0 && AnimElem=5,<5) && MoveContact
Trigger2 = EnemyNear(var(58)),StateType = A

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;切り返し
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, 前方緊急回避]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = Power >= 1000
TriggerAll = Power >= 2500 || (Life < 200) || (EnemyNear(var(58)),Life < 300 && Power >= 2000) || (EnemyNear(var(58)),Life < 150)
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
;TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = (StateNo = [150,153]) && HitShakeOver
Trigger1 = EnemyNear(var(58)),AnimTime < -24
Trigger1 = P2BodyDist x < 120
Trigger1 = var(16) := 2

;前方緊急回避
[State -1, 前方緊急回避]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 450 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 || EnemyNear(var(58)),StateNo >= 1000
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, AT
TriggerAll = EnemyNear(var(58)),AnimTime < -33
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [60,100]
Trigger1 = var(16) := 1
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [60,140]
Trigger2 = Enemy,NumProj
Trigger2 = var(16) := 1

;千弐百七拾五式·薙鎌
[State -1, 千弐百七拾五式·薙鎌]
Type = ChangeState
Value = 4300
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = var(51) < 5
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 25
TriggerAll = EnemyNear(var(58)),Const(data.defence)/Const(data.attack) < 1.5 || Power >= 4000
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),AnimTime <= -13
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = Ifelse(var(32),Random < EnemyNear(var(58)),Time*50,Random < EnemyNear(var(58)),Time*25)
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 13) * fvar(1) * fvar(4)) ,95 + ((fvar(21) * 13) * fvar(1) * fvar(4)) ]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = Helper(35000),var(1) = EnemyNear(var(58)),StateNo
Trigger2 = Helper(35000),var(2) = EnemyNear(var(58)),StateNo
Trigger3 = Helper(35000),var(3) = EnemyNear(var(58)),StateNo
Trigger4 = Helper(35000),var(4) = EnemyNear(var(58)),StateNo
Trigger5 = Helper(35000),var(5) = EnemyNear(var(58)),StateNo
Trigger6 = Helper(35000),var(6) = EnemyNear(var(58)),StateNo
Trigger7 = Helper(35000),var(7) = EnemyNear(var(58)),StateNo
Trigger8 = Helper(35000),var(8) = EnemyNear(var(58)),StateNo
Trigger9 = Helper(35000),var(9) = EnemyNear(var(58)),StateNo
Trigger10= Helper(35000),var(10)= EnemyNear(var(58)),StateNo

;千弐百七拾五式·薙鎌
[State -1, 千弐百七拾五式·薙鎌]
Type = ChangeState
Value = 4300
TriggerAll = var(59) = 1
;TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || Life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, AT
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 13) * fvar(1) * fvar(4)) ,95 + ((fvar(21) * 13) * fvar(1) * fvar(4)) ]
Trigger1 = EnemyNear(var(58)),AnimTime <= -13

;最終決戦奥義·零式
[State -1, 最終決戦奥義·零式]
Type = ChangeState
Value = 4100
TriggerAll = var(59) = 1
;TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && var(57) < 7 || EnemyNear(var(58)),StateNo >= 700
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 8) * fvar(1) * fvar(4)) ,90 + ((fvar(21) * 8) * fvar(1) * fvar(4)) ]
Trigger1 = EnemyNear(var(58)),AnimTime <= -8

;MAX千九百九拾九式·霧焔
[State -1, MAX千九百九拾九式·霧焔]
Type = ChangeState
Value = 3810
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = var(51) < 5
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 25
TriggerAll = EnemyNear(var(58)),Const(data.defence)/Const(data.attack) < 1.5 || Power >= 4000
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),AnimTime <= -14
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = Ifelse(var(32),Random < EnemyNear(var(58)),Time*50,Random < EnemyNear(var(58)),Time*25)
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 14) * fvar(1) * fvar(4)) ,90 + ((fvar(21) * 14) * fvar(1) * fvar(4)) ]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = Helper(35000),var(1) = EnemyNear(var(58)),StateNo
Trigger2 = Helper(35000),var(2) = EnemyNear(var(58)),StateNo
Trigger3 = Helper(35000),var(3) = EnemyNear(var(58)),StateNo
Trigger4 = Helper(35000),var(4) = EnemyNear(var(58)),StateNo
Trigger5 = Helper(35000),var(5) = EnemyNear(var(58)),StateNo
Trigger6 = Helper(35000),var(6) = EnemyNear(var(58)),StateNo
Trigger7 = Helper(35000),var(7) = EnemyNear(var(58)),StateNo
Trigger8 = Helper(35000),var(8) = EnemyNear(var(58)),StateNo
Trigger9 = Helper(35000),var(9) = EnemyNear(var(58)),StateNo
Trigger10= Helper(35000),var(10)= EnemyNear(var(58)),StateNo

;MAX千九百九拾九式·霧焔
[State -1, MAX千九百九拾九式·霧焔]
Type = ChangeState
Value = 3810
TriggerAll = var(59) = 1
;TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || Life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, AT
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 14) * fvar(1) * fvar(4)) ,90 + ((fvar(21) * 14) * fvar(1) * fvar(4)) ]
Trigger1 = EnemyNear(var(58)),AnimTime <= -14

;裏九拾九式·白矢
[State -1, 裏九拾九式·白矢]
Type = ChangeState
Value = 3120
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = var(51) < 5
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 60
TriggerAll = EnemyNear(var(58)),Const(data.defence)/Const(data.attack) < 1.5 || Power >= 3000
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(56) > 9 || var(32)
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Random < EnemyNear(var(58)),Time*5 || var(56) > 9
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 81 && EnemyNear(var(58)),AnimTime < -11 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 96 && EnemyNear(var(58)),AnimTime < -12
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 111 && EnemyNear(var(58)),AnimTime < -13 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 126 && EnemyNear(var(58)),AnimTime < -14
Trigger3 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 141 && EnemyNear(var(58)),AnimTime < -15 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 156 && EnemyNear(var(58)),AnimTime < -16
Trigger4 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 171 && EnemyNear(var(58)),AnimTime < -17 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 186 && EnemyNear(var(58)),AnimTime < -18
Trigger5 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 201 && EnemyNear(var(58)),AnimTime < -19 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 216 && EnemyNear(var(58)),AnimTime < -20
Trigger6 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 231 && EnemyNear(var(58)),AnimTime < -21 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 246 && EnemyNear(var(58)),AnimTime < -22
Trigger7 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 261 && EnemyNear(var(58)),AnimTime < -23 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 276 && EnemyNear(var(58)),AnimTime < -24
Trigger8 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 291 && EnemyNear(var(58)),AnimTime < -25 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 306 && EnemyNear(var(58)),AnimTime < -26
Trigger9 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 306 && EnemyNear(var(58)),AnimTime < -26 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 306 && EnemyNear(var(58)),AnimTime < -27

;裏九拾九式·白矢
[State -1, 裏九拾九式·白矢]
Type = ChangeState
Value = 3120
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) = [2,4]
TriggerAll = var(51) = [1,4]
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 25
TriggerAll = EnemyNear(var(58)),StateNo != [120,160)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing = Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = ifelse(var(32),Random < 200,Random < EnemyNear(var(58)),Time*20) || var(57) > 6
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 81 && EnemyNear(var(58)),AnimTime < -11 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 96 && EnemyNear(var(58)),AnimTime < -12
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 111 && EnemyNear(var(58)),AnimTime < -13 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 126 && EnemyNear(var(58)),AnimTime < -14
Trigger3 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 141 && EnemyNear(var(58)),AnimTime < -15 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 156 && EnemyNear(var(58)),AnimTime < -16
Trigger4 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 171 && EnemyNear(var(58)),AnimTime < -17 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 186 && EnemyNear(var(58)),AnimTime < -18
Trigger5 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 201 && EnemyNear(var(58)),AnimTime < -19 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 216 && EnemyNear(var(58)),AnimTime < -20
Trigger6 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 231 && EnemyNear(var(58)),AnimTime < -21 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 246 && EnemyNear(var(58)),AnimTime < -22
Trigger7 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 261 && EnemyNear(var(58)),AnimTime < -23 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 276 && EnemyNear(var(58)),AnimTime < -24
Trigger8 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 291 && EnemyNear(var(58)),AnimTime < -25 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 306 && EnemyNear(var(58)),AnimTime < -26
Trigger9 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 306 && EnemyNear(var(58)),AnimTime < -26 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 306 && EnemyNear(var(58)),AnimTime < -27

;裏九拾九式·白矢
[State -1, 裏九拾九式·白矢]
Type = ChangeState
Value = 3120
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = var(51) < 5
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 60
TriggerAll = EnemyNear(var(58)),Const(data.defence)/Const(data.attack) < 1.5 || Power >= 3000
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = ifelse(var(32),Random < EnemyNear(var(58)),Time*50,Random < EnemyNear(var(58)),Time*25)
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 81 && EnemyNear(var(58)),AnimTime < -11 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 96 && EnemyNear(var(58)),AnimTime < -12
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 111 && EnemyNear(var(58)),AnimTime < -13 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 126 && EnemyNear(var(58)),AnimTime < -14
Trigger3 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 141 && EnemyNear(var(58)),AnimTime < -15 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 156 && EnemyNear(var(58)),AnimTime < -16
Trigger4 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 171 && EnemyNear(var(58)),AnimTime < -17 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 186 && EnemyNear(var(58)),AnimTime < -18

;裏九拾九式·白矢
[State -1, 裏九拾九式·白矢]
Type = ChangeState
Value = 3120
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = var(51) < 5
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 25
TriggerAll = EnemyNear(var(58)),Const(data.defence)/Const(data.attack) < 1.5 || Power >= 3000
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),NumProj = 1
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = ifelse(var(32),Random < EnemyNear(var(58)),Time*50,Random < EnemyNear(var(58)),Time*25)
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 201 && EnemyNear(var(58)),AnimTime < -19 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 216 && EnemyNear(var(58)),AnimTime < -20
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 231 && EnemyNear(var(58)),AnimTime < -21 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 246 && EnemyNear(var(58)),AnimTime < -22
Trigger3 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 261 && EnemyNear(var(58)),AnimTime < -23 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 276 && EnemyNear(var(58)),AnimTime < -24
Trigger4 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 291 && EnemyNear(var(58)),AnimTime < -25 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 306 && EnemyNear(var(58)),AnimTime < -26
Trigger5 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 306 && EnemyNear(var(58)),AnimTime < -26 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 306 && EnemyNear(var(58)),AnimTime < -27

;千百弐拾七式·都牟刈
[State -1, 千百弐拾七式·都牟刈]
Type = ChangeState
Value = 3110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(30) = 0
TriggerAll = Power >= 1000 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || Life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && var(57) < 7 || EnemyNear(var(58)),StateNo >= 700
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
;TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 12) * fvar(1) * fvar(4)) ,120 + ((fvar(21) * 12) * fvar(1) * fvar(4)) ]
Trigger1 = EnemyNear(var(58)),AnimTime <= -12

;最終決戦奥義·無式'96
[State -1, 最終決戦奥義·無式'96]
Type = ChangeState
Value = 3100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = var(51) < 5
TriggerAll = var(29) = 0
TriggerAll = Power >= 1000 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || Life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 14) * fvar(1) * fvar(4)) ,150 + ((fvar(21) * 14) * fvar(1) * fvar(4)) ]
Trigger1 = EnemyNear(var(58)),AnimTime <= -14

;最終決戦奥義·零式
[State -1, 最終決戦奥義·零式]
Type = ChangeState
Value = 4100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
Trigger1 = (var(1) = [1,2]) && MoveType != H
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = P2BodyDist X < 90
Trigger1 = EnemyNear(var(58)),AnimTime <= -8

;最終決戦奥義·零式
[State -1, 最終決戦奥義·零式]
Type = ChangeState
Value = 4100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || ((var(1) = [1,2]) && MoveType != H)
Trigger1 = P2BodyDist X >= 10
Trigger1 = EnemyNear(var(58)),StateType = S
Trigger1 = EnemyNear(var(58)),StateNo = [200,999]
Trigger1 = P2BodyDist X - fvar(21) * 8 < 90
Trigger1 = EnemyNear(var(58)),AnimTime <= -8

;千弐百七拾五式·薙鎌
[State -1, 千弐百七拾五式·薙鎌]
Type = ChangeState
Value = 4300
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
Trigger1 = (var(1) = [1,2]) && MoveType != H
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = P2BodyDist X < 80
Trigger1 = EnemyNear(var(58)),AnimTime <= -13

;千弐百七拾五式·薙鎌
[State -1, 千弐百七拾五式·薙鎌]
Type = ChangeState
Value = 4300
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || ((var(1) = [1,2]) && MoveType != H)
Trigger1 = P2BodyDist X >= 35
Trigger1 = EnemyNear(var(58)),StateType = S
Trigger1 = EnemyNear(var(58)),StateNo = [200,999]
Trigger1 = P2BodyDist X - fvar(21) * 13 < 100 
Trigger1 = EnemyNear(var(58)),AnimTime <= -13

;MAX千九百九拾九式·霧焔
[State -1, MAX千九百九拾九式·霧焔]
Type = ChangeState
Value = 3810
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
Trigger1 = (var(1) = [1,2]) && MoveType != H
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = P2BodyDist X < 80
Trigger1 = EnemyNear(var(58)),AnimTime <= -14

;MAX千九百九拾九式·霧焔
[State -1, MAX千九百九拾九式·霧焔]
Type = ChangeState
Value = 3810
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || ((var(1) = [1,2]) && MoveType != H)
Trigger1 = P2BodyDist X >= 30
Trigger1 = EnemyNear(var(58)),StateType = S
Trigger1 = EnemyNear(var(58)),StateNo = [200,999]
Trigger1 = P2BodyDist X - fvar(21) * 14 < 90
Trigger1 = EnemyNear(var(58)),AnimTime <= -14

;千百弐拾七式·都牟刈
[State -1, 千百弐拾七式·都牟刈]
Type = ChangeState
Value = 3110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(30) = 0
TriggerAll = Power >= 1000 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
;TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
Trigger1 = (var(1) = [1,2]) && MoveType != H
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = P2BodyDist X < 80
Trigger1 = EnemyNear(var(58)),AnimTime <= -12

;千百弐拾七式·都牟刈
[State -1, 千百弐拾七式·都牟刈]
Type = ChangeState
Value = 3110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(30) = 0
TriggerAll = Power >= 1000 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
;TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || ((var(1) = [1,2]) && MoveType != H)
Trigger1 = P2BodyDist X >= 55
Trigger1 = EnemyNear(var(58)),StateType = S
Trigger1 = EnemyNear(var(58)),StateNo = [200,999]
Trigger1 = P2BodyDist X - fvar(21) * 12 < 80
Trigger1 = EnemyNear(var(58)),AnimTime <= -12

;最終決戦奥義·無式'96
[State -1, 最終決戦奥義·無式'96]
Type = ChangeState
Value = 3100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(29) = 0
TriggerAll = Power >= 1000 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
Trigger1 = (var(1) = [1,2]) && MoveType != H
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = P2BodyDist X < 80
Trigger1 = EnemyNear(var(58)),AnimTime <= -14

;最終決戦奥義·無式'96
[State -1, 最終決戦奥義·無式'96]
Type = ChangeState
Value = 3100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(29) = 0
TriggerAll = Power >= 1000 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || ((var(1) = [1,2]) && MoveType != H)
Trigger1 = P2BodyDist X >= 55
Trigger1 = EnemyNear(var(58)),StateType = S
Trigger1 = EnemyNear(var(58)),StateNo = [200,999]
Trigger1 = P2BodyDist X - fvar(21) * 14 < 80
Trigger1 = EnemyNear(var(58)),AnimTime <= -14

;九百拾式·鵺摘み
[State -1, 九百拾式·鵺摘み]
Type = ChangeState
Value = 1310
TriggerAll = var(59) = 1
;TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = var(42) >= 100 && BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || Life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),PrevStateNo = [150,151]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,AA
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = !Enemy,NumProj
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10,50]
Trigger1 = EnemyNear(var(58)),AnimTime <= -19

;九百拾式·鵺摘み
[State -1, 九百拾式·鵺摘み]
Type = ChangeState
Value = 1300
TriggerAll = var(59) = 1
;TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = var(42) >= 100 && BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || Life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),PrevStateNo = [150,151]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = !Enemy,NumProj
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10,50]
Trigger1 = EnemyNear(var(58)),AnimTime <= -15

;強九百拾式·鵺摘み
[State -1, S 910]
Type = ChangeState
Value = 1310
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 8 && Random <= 100 || Random <= 250
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A && (EnemyNear(var(58)),StateType != C || var(57) < 6)
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC, AA || Helper(35000),fvar(6) > 0
TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(19*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(19*(EnemyNear(var(58)),Vel X)))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)),Time = [(Helper(999),var(2) - 17),(Helper(999),var(2) - 14)]
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)),Time = [(Helper(999),var(4) - 17),(Helper(999),var(4) - 14)]
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)),Time = [(Helper(999),var(6) - 17),(Helper(999),var(6) - 14)]
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)),Time = [(Helper(999),var(8) - 17),(Helper(999),var(8) - 14)]
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)),Time = [(Helper(999),var(10) - 17),(Helper(999),var(10) - 14)]
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)),Time = [(Helper(999),var(12) - 17),(Helper(999),var(12) - 14)]
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)),Time = [(Helper(999),var(14) - 17),(Helper(999),var(14) - 14)]
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)),Time = [(Helper(999),var(16) - 17),(Helper(999),var(16) - 14)]
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)),Time = [(Helper(999),var(18) - 17),(Helper(999),var(18) - 14)]
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)),Time = [(Helper(999),var(20) - 17),(Helper(999),var(20) - 14)]
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)),Time = [(Helper(999),var(22) - 17),(Helper(999),var(22) - 14)]
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)),Time = [(Helper(999),var(24) - 17),(Helper(999),var(24) - 14)]
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)),Time = [(Helper(999),var(26) - 17),(Helper(999),var(26) - 14)]
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)),Time = [(Helper(999),var(28) - 17),(Helper(999),var(28) - 14)]
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)),Time = [(Helper(999),var(30) - 17),(Helper(999),var(30) - 14)]
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)),Time = [(Helper(999),var(32) - 17),(Helper(999),var(32) - 14)]
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)),Time = [(Helper(999),var(34) - 17),(Helper(999),var(34) - 14)]
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)),Time = [(Helper(999),var(36) - 17),(Helper(999),var(36) - 14)]
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)),Time = [(Helper(999),var(38) - 17),(Helper(999),var(38) - 14)]
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)),Time = [(Helper(999),var(40) - 17),(Helper(999),var(40) - 14)]
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)),Time = [(Helper(999),var(42) - 17),(Helper(999),var(42) - 14)]
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)),Time = [(Helper(999),var(44) - 17),(Helper(999),var(44) - 14)]
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)),Time = [(Helper(999),var(46) - 17),(Helper(999),var(46) - 14)]
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)),Time = [(Helper(999),var(48) - 17),(Helper(999),var(48) - 14)]
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)),Time = [(Helper(999),var(50) - 17),(Helper(999),var(50) - 14)]
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)),Time = [(Helper(999),var(52) - 17),(Helper(999),var(52) - 14)]
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)),Time = [(Helper(999),var(54) - 17),(Helper(999),var(54) - 14)]
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)),Time = [(Helper(999),var(56) - 17),(Helper(999),var(56) - 14)]

;弱九百拾式·鵺摘み
[State -1, L 910]
Type = ChangeState
Value = 1300
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 8 && Random <= 100 || Random <= 250
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A && (EnemyNear(var(58)),StateType != C || var(57) < 6)
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC, AA || Helper(35000),fvar(6) > 0
TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(15*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(15*(EnemyNear(var(58)),Vel X)))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)),Time = [(Helper(999),var(2) - 13),(Helper(999),var(2) - 10)]
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)),Time = [(Helper(999),var(4) - 13),(Helper(999),var(4) - 10)]
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)),Time = [(Helper(999),var(6) - 13),(Helper(999),var(6) - 10)]
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)),Time = [(Helper(999),var(8) - 13),(Helper(999),var(8) - 10)]
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)),Time = [(Helper(999),var(10) - 13),(Helper(999),var(10) - 10)]
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)),Time = [(Helper(999),var(12) - 13),(Helper(999),var(12) - 10)]
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)),Time = [(Helper(999),var(14) - 13),(Helper(999),var(14) - 10)]
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)),Time = [(Helper(999),var(16) - 13),(Helper(999),var(16) - 10)]
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)),Time = [(Helper(999),var(18) - 13),(Helper(999),var(18) - 10)]
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)),Time = [(Helper(999),var(20) - 13),(Helper(999),var(20) - 10)]
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)),Time = [(Helper(999),var(22) - 13),(Helper(999),var(22) - 10)]
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)),Time = [(Helper(999),var(24) - 13),(Helper(999),var(24) - 10)]
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)),Time = [(Helper(999),var(26) - 13),(Helper(999),var(26) - 10)]
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)),Time = [(Helper(999),var(28) - 13),(Helper(999),var(28) - 10)]
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)),Time = [(Helper(999),var(30) - 13),(Helper(999),var(30) - 10)]
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)),Time = [(Helper(999),var(32) - 13),(Helper(999),var(32) - 10)]
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)),Time = [(Helper(999),var(34) - 13),(Helper(999),var(34) - 10)]
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)),Time = [(Helper(999),var(36) - 13),(Helper(999),var(36) - 10)]
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)),Time = [(Helper(999),var(38) - 13),(Helper(999),var(38) - 10)]
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)),Time = [(Helper(999),var(40) - 13),(Helper(999),var(40) - 10)]
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)),Time = [(Helper(999),var(42) - 13),(Helper(999),var(42) - 10)]
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)),Time = [(Helper(999),var(44) - 13),(Helper(999),var(44) - 10)]
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)),Time = [(Helper(999),var(46) - 13),(Helper(999),var(46) - 10)]
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)),Time = [(Helper(999),var(48) - 13),(Helper(999),var(48) - 10)]
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)),Time = [(Helper(999),var(50) - 13),(Helper(999),var(50) - 10)]
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)),Time = [(Helper(999),var(52) - 13),(Helper(999),var(52) - 10)]
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)),Time = [(Helper(999),var(54) - 13),(Helper(999),var(54) - 10)]
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)),Time = [(Helper(999),var(56) - 13),(Helper(999),var(56) - 10)]

;強九百拾式·鵺摘み
[State -1, S 910]
Type = ChangeState
Value = 1310
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 8 && Random <= 100 || Random <= 250
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A && (EnemyNear(var(58)),StateType != S || var(57) < 6)
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC, AA || Helper(35000),fvar(6) > 0
TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(19*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(19*(EnemyNear(var(58)),Vel X)))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)),Time = [(Helper(999),var(2) - 10),(Helper(999),var(2) - 1)]
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)),Time = [(Helper(999),var(4) - 10),(Helper(999),var(4) - 1)]
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)),Time = [(Helper(999),var(6) - 10),(Helper(999),var(6) - 1)]
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)),Time = [(Helper(999),var(8) - 10),(Helper(999),var(8) - 1)]
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)),Time = [(Helper(999),var(10) - 10),(Helper(999),var(10) - 1)]
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)),Time = [(Helper(999),var(12) - 10),(Helper(999),var(12) - 1)]
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)),Time = [(Helper(999),var(14) - 10),(Helper(999),var(14) - 1)]
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)),Time = [(Helper(999),var(16) - 10),(Helper(999),var(16) - 1)]
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)),Time = [(Helper(999),var(18) - 10),(Helper(999),var(18) - 1)]
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)),Time = [(Helper(999),var(20) - 10),(Helper(999),var(20) - 1)]
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)),Time = [(Helper(999),var(22) - 10),(Helper(999),var(22) - 1)]
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)),Time = [(Helper(999),var(24) - 10),(Helper(999),var(24) - 1)]
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)),Time = [(Helper(999),var(26) - 10),(Helper(999),var(26) - 1)]
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)),Time = [(Helper(999),var(28) - 10),(Helper(999),var(28) - 1)]
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)),Time = [(Helper(999),var(30) - 10),(Helper(999),var(30) - 1)]
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)),Time = [(Helper(999),var(32) - 10),(Helper(999),var(32) - 1)]
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)),Time = [(Helper(999),var(34) - 10),(Helper(999),var(34) - 1)]
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)),Time = [(Helper(999),var(36) - 10),(Helper(999),var(36) - 1)]
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)),Time = [(Helper(999),var(38) - 10),(Helper(999),var(38) - 1)]
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)),Time = [(Helper(999),var(40) - 10),(Helper(999),var(40) - 1)]
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)),Time = [(Helper(999),var(42) - 10),(Helper(999),var(42) - 1)]
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)),Time = [(Helper(999),var(44) - 10),(Helper(999),var(44) - 1)]
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)),Time = [(Helper(999),var(46) - 10),(Helper(999),var(46) - 1)]
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)),Time = [(Helper(999),var(48) - 10),(Helper(999),var(48) - 1)]
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)),Time = [(Helper(999),var(50) - 10),(Helper(999),var(50) - 1)]
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)),Time = [(Helper(999),var(52) - 10),(Helper(999),var(52) - 1)]
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)),Time = [(Helper(999),var(54) - 10),(Helper(999),var(54) - 1)]
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)),Time = [(Helper(999),var(56) - 10),(Helper(999),var(56) - 1)]

;弱九百拾式·鵺摘み
[State -1, L 910]
Type = ChangeState
Value = 1300
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 8 && Random <= 100 || Random <= 250
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A && (EnemyNear(var(58)),StateType != S || var(57) < 6)
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC, AA || Helper(35000),fvar(6) > 0
TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(15*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(15*(EnemyNear(var(58)),Vel X)))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)),Time = [(Helper(999),var(2) - 6),(Helper(999),var(2) - 1)]
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)),Time = [(Helper(999),var(4) - 6),(Helper(999),var(4) - 1)]
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)),Time = [(Helper(999),var(6) - 6),(Helper(999),var(6) - 1)]
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)),Time = [(Helper(999),var(8) - 6),(Helper(999),var(8) - 1)]
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)),Time = [(Helper(999),var(10) - 6),(Helper(999),var(10) - 1)]
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)),Time = [(Helper(999),var(12) - 6),(Helper(999),var(12) - 1)]
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)),Time = [(Helper(999),var(14) - 6),(Helper(999),var(14) - 1)]
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)),Time = [(Helper(999),var(16) - 6),(Helper(999),var(16) - 1)]
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)),Time = [(Helper(999),var(18) - 6),(Helper(999),var(18) - 1)]
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)),Time = [(Helper(999),var(20) - 6),(Helper(999),var(20) - 1)]
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)),Time = [(Helper(999),var(22) - 6),(Helper(999),var(22) - 1)]
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)),Time = [(Helper(999),var(24) - 6),(Helper(999),var(24) - 1)]
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)),Time = [(Helper(999),var(26) - 6),(Helper(999),var(26) - 1)]
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)),Time = [(Helper(999),var(28) - 6),(Helper(999),var(28) - 1)]
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)),Time = [(Helper(999),var(30) - 6),(Helper(999),var(30) - 1)]
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)),Time = [(Helper(999),var(32) - 6),(Helper(999),var(32) - 1)]
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)),Time = [(Helper(999),var(34) - 6),(Helper(999),var(34) - 1)]
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)),Time = [(Helper(999),var(36) - 6),(Helper(999),var(36) - 1)]
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)),Time = [(Helper(999),var(38) - 6),(Helper(999),var(38) - 1)]
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)),Time = [(Helper(999),var(40) - 6),(Helper(999),var(40) - 1)]
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)),Time = [(Helper(999),var(42) - 6),(Helper(999),var(42) - 1)]
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)),Time = [(Helper(999),var(44) - 6),(Helper(999),var(44) - 1)]
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)),Time = [(Helper(999),var(46) - 6),(Helper(999),var(46) - 1)]
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)),Time = [(Helper(999),var(48) - 6),(Helper(999),var(48) - 1)]
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)),Time = [(Helper(999),var(50) - 6),(Helper(999),var(50) - 1)]
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)),Time = [(Helper(999),var(52) - 6),(Helper(999),var(52) - 1)]
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)),Time = [(Helper(999),var(54) - 6),(Helper(999),var(54) - 1)]
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)),Time = [(Helper(999),var(56) - 6),(Helper(999),var(56) - 1)]

;弱九百拾式·鵺摘み
[State -1, L 910]
Type = ChangeState
Value = 1300
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType = C
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo = [200,1999]
TriggerAll = EnemyNear(var(58)),AnimTime <= -9
TriggerAll = !EnemyNear(var(58)),NumProj && !PlayerIdExist(Helper(35000),var(23))
TriggerAll = P2BodyDist x = [50,80]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && Helper(999),var(2) - EnemyNear(var(58)),Time = [2,7]
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && Helper(999),var(4) - EnemyNear(var(58)),Time = [2,7]
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && Helper(999),var(6) - EnemyNear(var(58)),Time = [2,7]
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && Helper(999),var(8) - EnemyNear(var(58)),Time = [2,7]
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && Helper(999),var(10) - EnemyNear(var(58)),Time = [2,7]
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && Helper(999),var(12) - EnemyNear(var(58)),Time = [2,7]
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && Helper(999),var(14) - EnemyNear(var(58)),Time = [2,7]
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && Helper(999),var(16) - EnemyNear(var(58)),Time = [2,7]
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && Helper(999),var(18) - EnemyNear(var(58)),Time = [2,7]
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && Helper(999),var(20) - EnemyNear(var(58)),Time = [2,7]
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && Helper(999),var(22) - EnemyNear(var(58)),Time = [2,7]
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && Helper(999),var(24) - EnemyNear(var(58)),Time = [2,7]
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && Helper(999),var(26) - EnemyNear(var(58)),Time = [2,7]
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && Helper(999),var(28) - EnemyNear(var(58)),Time = [2,7]
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && Helper(999),var(30) - EnemyNear(var(58)),Time = [2,7]
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && Helper(999),var(32) - EnemyNear(var(58)),Time = [2,7]
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && Helper(999),var(34) - EnemyNear(var(58)),Time = [2,7]
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && Helper(999),var(36) - EnemyNear(var(58)),Time = [2,7]
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && Helper(999),var(38) - EnemyNear(var(58)),Time = [2,7]
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && Helper(999),var(40) - EnemyNear(var(58)),Time = [2,7]
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && Helper(999),var(42) - EnemyNear(var(58)),Time = [2,7]
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && Helper(999),var(44) - EnemyNear(var(58)),Time = [2,7]
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && Helper(999),var(46) - EnemyNear(var(58)),Time = [2,7]
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && Helper(999),var(48) - EnemyNear(var(58)),Time = [2,7]
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && Helper(999),var(50) - EnemyNear(var(58)),Time = [2,7]
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && Helper(999),var(52) - EnemyNear(var(58)),Time = [2,7]
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && Helper(999),var(54) - EnemyNear(var(58)),Time = [2,7]
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && Helper(999),var(56) - EnemyNear(var(58)),Time = [2,7]

;弱九百拾式·鵺摘み
[State -1, L 910]
Type = ChangeState
Value = 1300
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo = [200,1999]
TriggerAll = EnemyNear(var(58)),AnimTime <= -9
TriggerAll = !EnemyNear(var(58)),NumProj && !PlayerIdExist(Helper(35000),var(23))
TriggerAll = P2BodyDist x = [50,80]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && Helper(999),var(2) - EnemyNear(var(58)),Time = [10,13]
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && Helper(999),var(4) - EnemyNear(var(58)),Time = [10,13]
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && Helper(999),var(6) - EnemyNear(var(58)),Time = [10,13]
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && Helper(999),var(8) - EnemyNear(var(58)),Time = [10,13]
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && Helper(999),var(10) - EnemyNear(var(58)),Time = [10,13]
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && Helper(999),var(12) - EnemyNear(var(58)),Time = [10,13]
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && Helper(999),var(14) - EnemyNear(var(58)),Time = [10,13]
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && Helper(999),var(16) - EnemyNear(var(58)),Time = [10,13]
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && Helper(999),var(18) - EnemyNear(var(58)),Time = [10,13]
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && Helper(999),var(20) - EnemyNear(var(58)),Time = [10,13]
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && Helper(999),var(22) - EnemyNear(var(58)),Time = [10,13]
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && Helper(999),var(24) - EnemyNear(var(58)),Time = [10,13]
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && Helper(999),var(26) - EnemyNear(var(58)),Time = [10,13]
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && Helper(999),var(28) - EnemyNear(var(58)),Time = [10,13]
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && Helper(999),var(30) - EnemyNear(var(58)),Time = [10,13]
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && Helper(999),var(32) - EnemyNear(var(58)),Time = [10,13]
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && Helper(999),var(34) - EnemyNear(var(58)),Time = [10,13]
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && Helper(999),var(36) - EnemyNear(var(58)),Time = [10,13]
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && Helper(999),var(38) - EnemyNear(var(58)),Time = [10,13]
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && Helper(999),var(40) - EnemyNear(var(58)),Time = [10,13]
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && Helper(999),var(42) - EnemyNear(var(58)),Time = [10,13]
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && Helper(999),var(44) - EnemyNear(var(58)),Time = [10,13]
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && Helper(999),var(46) - EnemyNear(var(58)),Time = [10,13]
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && Helper(999),var(48) - EnemyNear(var(58)),Time = [10,13]
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && Helper(999),var(50) - EnemyNear(var(58)),Time = [10,13]
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && Helper(999),var(52) - EnemyNear(var(58)),Time = [10,13]
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && Helper(999),var(54) - EnemyNear(var(58)),Time = [10,13]
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && Helper(999),var(56) - EnemyNear(var(58)),Time = [10,13]

;強九百拾式·鵺摘み
[State -1, S 910]
Type = ChangeState
Value = 1310
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 6 && Random <= 100 || Random <= 250
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC, AA || Helper(35000),fvar(6) > 0
TriggerAll =(EnemyNear(var(58)),PrevStateNo = [150,155]) || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = ifelse(var(32),Random < EnemyNear(var(58)),Time*30,Random < EnemyNear(var(58)),Time*15)
TriggerAll = var(2) != 3 && (var(1) = [1,2]) && MoveGuarded && MoveType != H
Trigger1 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(19*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(19*(EnemyNear(var(58)),Vel X)))]

;弱九百拾式·鵺摘み
[State -1, L 910]
Type = ChangeState
Value = 1300
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 6 && Random <= 100 || Random <= 250
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC, AA || Helper(35000),fvar(6) > 0
TriggerAll =(EnemyNear(var(58)),PrevStateNo = [150,155]) || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = ifelse(var(32),Random < EnemyNear(var(58)),Time*30,Random < EnemyNear(var(58)),Time*15)
TriggerAll = var(2) != 3 && (var(1) = [1,2]) && MoveGuarded && MoveType != H
Trigger1 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(15*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(15*(EnemyNear(var(58)),Vel X)))]

;強九百拾式·鵺摘み
[State -1, S 910]
Type = ChangeState
Value = 1310
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 6 && Random <= 100 || Random <= 250
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC, AA || Helper(35000),fvar(6) > 0
TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = ifelse(var(32),Random < EnemyNear(var(58)),Time*30,Random < EnemyNear(var(58)),Time*15)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(19*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(19*(EnemyNear(var(58)),Vel X)))]

;弱九百拾式·鵺摘み
[State -1, L 910]
Type = ChangeState
Value = 1300
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(31) = 0
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 6 && Random <= 100 || Random <= 250
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC, AA || Helper(35000),fvar(6) > 0
TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = ifelse(var(32),Random < EnemyNear(var(58)),Time*30,Random < EnemyNear(var(58)),Time*15)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(15*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(15*(EnemyNear(var(58)),Vel X)))]

;弱四百弐拾七式·轢鉄('99)
;[State -1, L HIKIGANE]
;Type = ChangeState
;Value = 2000
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(52)!= [5,6]
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
;TriggerAll = Random <= ((var(57) * 12.5) * var(56))
;TriggerAll = var(57) < 8 && Random <= 100 || (var(57) >= 7 && var(55) >= 1 || var(57) >= 8) && Random <= 250
;TriggerAll = StateType != A
;TriggerAll =!EnemyNear(var(58)),Ctrl
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = EnemyNear(var(58)),AnimTime <= -10
;TriggerAll = EnemyNear(var(58)),Facing != Facing
;TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
;TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 6
;TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
;TriggerAll =!Enemy,NumProj || var(57) < 6
;TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
;TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
;TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 30 || var(57) < 6
;TriggerAll = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(10*(EnemyNear(var(58)),Vel X))),70+floor(fvar(1)*fvar(4)*(10*(EnemyNear(var(58)),Vel X)))]
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
;Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && Helper(999),var(2) - EnemyNear(var(58)),Time = [2,4]
;Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && Helper(999),var(4) - EnemyNear(var(58)),Time = [2,4]
;Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && Helper(999),var(6) - EnemyNear(var(58)),Time = [2,4]
;Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && Helper(999),var(8) - EnemyNear(var(58)),Time = [2,4]
;Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && Helper(999),var(10) - EnemyNear(var(58)),Time = [2,4]
;Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && Helper(999),var(12) - EnemyNear(var(58)),Time = [2,4]
;Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && Helper(999),var(14) - EnemyNear(var(58)),Time = [2,4]
;Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && Helper(999),var(16) - EnemyNear(var(58)),Time = [2,4]
;Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && Helper(999),var(18) - EnemyNear(var(58)),Time = [2,4]
;Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && Helper(999),var(20) - EnemyNear(var(58)),Time = [2,4]
;Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && Helper(999),var(22) - EnemyNear(var(58)),Time = [2,4]
;Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && Helper(999),var(24) - EnemyNear(var(58)),Time = [2,4]
;Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && Helper(999),var(26) - EnemyNear(var(58)),Time = [2,4]
;Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && Helper(999),var(28) - EnemyNear(var(58)),Time = [2,4]
;Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && Helper(999),var(30) - EnemyNear(var(58)),Time = [2,4]
;Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && Helper(999),var(32) - EnemyNear(var(58)),Time = [2,4]
;Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && Helper(999),var(34) - EnemyNear(var(58)),Time = [2,4]
;Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && Helper(999),var(36) - EnemyNear(var(58)),Time = [2,4]
;Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && Helper(999),var(38) - EnemyNear(var(58)),Time = [2,4]
;Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && Helper(999),var(40) - EnemyNear(var(58)),Time = [2,4]
;Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && Helper(999),var(42) - EnemyNear(var(58)),Time = [2,4]
;Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && Helper(999),var(44) - EnemyNear(var(58)),Time = [2,4]
;Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && Helper(999),var(46) - EnemyNear(var(58)),Time = [2,4]
;Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && Helper(999),var(48) - EnemyNear(var(58)),Time = [2,4]
;Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && Helper(999),var(50) - EnemyNear(var(58)),Time = [2,4]
;Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && Helper(999),var(52) - EnemyNear(var(58)),Time = [2,4]
;Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && Helper(999),var(54) - EnemyNear(var(58)),Time = [2,4]
;Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && Helper(999),var(56) - EnemyNear(var(58)),Time = [2,4]

;弱四百弐拾七式·轢鉄('99)
;[State -1, L 910]
;Type = ChangeState
;Value = 2000
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(52)!= [5,6]
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
;TriggerAll = Random <= ((var(57) * 12.5) * var(56))
;TriggerAll = var(57) < 8 && Random <= 100 || Random <= 250
;TriggerAll = StateType != A
;TriggerAll =!EnemyNear(var(58)),Ctrl
;TriggerAll = EnemyNear(var(58)),Vel X >= 0
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = EnemyNear(var(58)),AnimTime <= -10
;TriggerAll = EnemyNear(var(58)),Facing != Facing
;TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA, AA, AP || Helper(35000),fvar(6) > 0
;TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 6
;TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
;TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
;TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
;TriggerAll = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(10*(EnemyNear(var(58)),Vel X))),25+floor(fvar(1)*fvar(4)*(10*(EnemyNear(var(58)),Vel X)))]
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
;Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && Helper(999),var(2) - EnemyNear(var(58)),Time = [9,11]
;Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && Helper(999),var(4) - EnemyNear(var(58)),Time = [9,11]
;Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && Helper(999),var(6) - EnemyNear(var(58)),Time = [9,11]
;Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && Helper(999),var(8) - EnemyNear(var(58)),Time = [9,11]
;Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && Helper(999),var(10) - EnemyNear(var(58)),Time = [9,11]
;Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && Helper(999),var(12) - EnemyNear(var(58)),Time = [9,11]
;Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && Helper(999),var(14) - EnemyNear(var(58)),Time = [9,11]
;Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && Helper(999),var(16) - EnemyNear(var(58)),Time = [9,11]
;Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && Helper(999),var(18) - EnemyNear(var(58)),Time = [9,11]
;Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && Helper(999),var(20) - EnemyNear(var(58)),Time = [9,11]
;Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && Helper(999),var(22) - EnemyNear(var(58)),Time = [9,11]
;Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && Helper(999),var(24) - EnemyNear(var(58)),Time = [9,11]
;Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && Helper(999),var(26) - EnemyNear(var(58)),Time = [9,11]
;Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && Helper(999),var(28) - EnemyNear(var(58)),Time = [9,11]
;Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && Helper(999),var(30) - EnemyNear(var(58)),Time = [9,11]
;Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && Helper(999),var(32) - EnemyNear(var(58)),Time = [9,11]
;Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && Helper(999),var(34) - EnemyNear(var(58)),Time = [9,11]
;Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && Helper(999),var(36) - EnemyNear(var(58)),Time = [9,11]
;Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && Helper(999),var(38) - EnemyNear(var(58)),Time = [9,11]
;Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && Helper(999),var(40) - EnemyNear(var(58)),Time = [9,11]
;Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && Helper(999),var(42) - EnemyNear(var(58)),Time = [9,11]
;Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && Helper(999),var(44) - EnemyNear(var(58)),Time = [9,11]
;Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && Helper(999),var(46) - EnemyNear(var(58)),Time = [9,11]
;Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && Helper(999),var(48) - EnemyNear(var(58)),Time = [9,11]
;Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && Helper(999),var(50) - EnemyNear(var(58)),Time = [9,11]
;Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && Helper(999),var(52) - EnemyNear(var(58)),Time = [9,11]
;Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && Helper(999),var(54) - EnemyNear(var(58)),Time = [9,11]
;Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && Helper(999),var(56) - EnemyNear(var(58)),Time = [9,11]

;遠距離立ち強パンチ
;[State -1, 遠距離立ち強パンチ]
;Type = ChangeState
;Value = 210
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),Vel X >= 0
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),StateNo = [200,1999]
;TriggerAll = EnemyNear(var(58)),AnimTime <= -4
;TriggerAll = !EnemyNear(var(58)),NumProj && !PlayerIdExist(Helper(35000),var(23))
;TriggerAll = P2BodyDist x = [40,75+floor(fvar(1)*fvar(4)*(9*(EnemyNear(var(58)),Vel X)))]
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && Helper(999),var(2) - EnemyNear(var(58)),Time = 0
;Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && Helper(999),var(4) - EnemyNear(var(58)),Time = 0
;Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && Helper(999),var(6) - EnemyNear(var(58)),Time = 0
;Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && Helper(999),var(8) - EnemyNear(var(58)),Time = 0
;Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && Helper(999),var(10) - EnemyNear(var(58)),Time = 0
;Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && Helper(999),var(12) - EnemyNear(var(58)),Time = 0
;Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && Helper(999),var(14) - EnemyNear(var(58)),Time = 0
;Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && Helper(999),var(16) - EnemyNear(var(58)),Time = 0
;Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && Helper(999),var(18) - EnemyNear(var(58)),Time = 0
;Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && Helper(999),var(20) - EnemyNear(var(58)),Time = 0
;Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && Helper(999),var(22) - EnemyNear(var(58)),Time = 0
;Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && Helper(999),var(24) - EnemyNear(var(58)),Time = 0
;Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && Helper(999),var(26) - EnemyNear(var(58)),Time = 0
;Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && Helper(999),var(28) - EnemyNear(var(58)),Time = 0
;Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && Helper(999),var(30) - EnemyNear(var(58)),Time = 0
;Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && Helper(999),var(32) - EnemyNear(var(58)),Time = 0
;Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && Helper(999),var(34) - EnemyNear(var(58)),Time = 0
;Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && Helper(999),var(36) - EnemyNear(var(58)),Time = 0
;Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && Helper(999),var(38) - EnemyNear(var(58)),Time = 0
;Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && Helper(999),var(40) - EnemyNear(var(58)),Time = 0
;Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && Helper(999),var(42) - EnemyNear(var(58)),Time = 0
;Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && Helper(999),var(44) - EnemyNear(var(58)),Time = 0
;Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && Helper(999),var(46) - EnemyNear(var(58)),Time = 0
;Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && Helper(999),var(48) - EnemyNear(var(58)),Time = 0
;Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && Helper(999),var(50) - EnemyNear(var(58)),Time = 0
;Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && Helper(999),var(52) - EnemyNear(var(58)),Time = 0
;Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && Helper(999),var(54) - EnemyNear(var(58)),Time = 0
;Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && Helper(999),var(56) - EnemyNear(var(58)),Time = 0

;近距離立ち弱パンチ
;[State -1, 近距離立ち弱パンチ]
;Type = ChangeState
;Value = 205
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
;TriggerAll = Random <= ((var(57) * 12.5) * var(56))
;TriggerAll = Random <= 600
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = EnemyNear(var(58)),facing != facing
;TriggerAll = InGuardDist
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = p2bodydist X = [-5,20]
;Trigger1 = EnemyNear(var(58)),AnimTime <= -3

;強百式·鬼焼き
[State -1, S ONIYAKI]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),facing = facing
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = p2bodydist X = [-5,25]
Trigger1 = EnemyNear(var(58)),AnimTime <= -3

;強百式·鬼焼き
[State -1, 強百式·鬼焼き]
Type = ChangeState
Value = 1100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 || EnemyNear(var(58)),StateNo >= 700
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 8
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(6*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(6*(EnemyNear(var(58)),Vel X)))]

;弱／強百式・鬼焼き
[State -1, L/S ONIYAKI]
Type = ChangeState
Value = 1100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 || EnemyNear(var(58)),StateNo >= 700
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 8
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist || var(57) >= 7
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || !InGuardDist && !Helper(30100+ID),InGuardDist || var(57) >= 7 && Helper(35000),fvar(9) = 0
TriggerAll = var(2) != 3 && (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(6*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(6*(EnemyNear(var(58)),Vel X)))]

;強百式・鬼焼き
[State -1, S ONIYAKI]
Type = ChangeState
Value = 1110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
;TriggerAll = var(57) < 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel Y <= 0
TriggerAll = EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType != A && EnemyNear(var(58)),StateNo >= 700 && (EnemyNear(var(58)),Time <= 60-var(56)*5 || var(57) < 7)
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 8
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = var(2) != 3 && (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-5 + ((fvar(21) * 6) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * 6) * fvar(1) * fvar(4))]
Trigger1 = P2bodydist Y = [-40-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39)),0-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39))]
;Trigger2 = P2BodyDist X = [-5 + ((fvar(21) * Ifelse(TeamSide = 1,10,9)) * fvar(1) * fvar(4)) ,50 + ((fvar(21) * Ifelse(TeamSide = 1,10,9)) * fvar(1) * fvar(4))]
;Trigger2 = P2bodydist Y = [-70-floor(Ifelse(TeamSide = 1,10,9)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,10,9)*(Ifelse(TeamSide = 1,10,9)+1)/2)*fvar(39)),0-floor(Ifelse(TeamSide = 1,10,9)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,10,9)*(Ifelse(TeamSide = 1,10,9)+1)/2)*fvar(39))]

;弱百式・鬼焼き
[State -1, L ONIYAKI]
Type = ChangeState
Value = 1100
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =(EnemyNear(var(58)),PrevStateNo != [150,155]) || var(57) < 6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll =!Enemy,NumProj || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Random < 50 || EnemyNear(var(58)),StateNo < 2000
TriggerAll = var(2) != 3 && (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(6*(EnemyNear(var(58)),Vel X))),50+floor(fvar(1)*fvar(4)*(6*(EnemyNear(var(58)),Vel X)))]
Trigger1 = P2BodyDist Y = [-30-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39)),0-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39))]

;前方緊急回避
[State -1, 前方緊急回避]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll =!var(51) || var(51) = 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = Random <= 400 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 || EnemyNear(var(58)),StateNo >= 1000
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -33
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = ifelse(var(32),Random < EnemyNear(var(58)),Time*20,Random < EnemyNear(var(58)),Time*10) || var(56) > 9
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [60,100]
Trigger1 = var(16) := 1
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [60,140]
Trigger2 = Enemy,NumProj
Trigger2 = var(16) := 1

;前方緊急回避
[State -1, 前方緊急回避]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll =!var(51) || var(51) = 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 400 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = StateNo != [150,155]
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 || EnemyNear(var(58)),StateNo >= 1000
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
;TriggerAll = EnemyNear(var(58)),Facing != Facing && EnemyNear(var(58)),Vel X = 0 && EnemyNear(var(58)),BackEdgeBodyDist > 20 || EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y + (33*(EnemyNear(var(58)),Vel Y)+(33*(33+1)/2)*fvar(39)*(EnemyNear(var(58)),Vel Y != 0)) < 0
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Ifelse(var(32),Random < EnemyNear(var(58)),Time*20,Random < EnemyNear(var(58)),Time*10) || var(56) > 9
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X - fvar(26)*fvar(27)*(33*EnemyNear(var(58)),Vel X) = [-25-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),65]
Trigger1 = var(16) := 1 || 1

;後方緊急回避
[State -1, 後方緊急回避]
Type = ChangeState
Value = 710
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = Random <= 200 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),Vel X <= 0
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && var(57) < 8 || EnemyNear(var(58)),StateNo >= 1000
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = P2BodyDist X <= 25 && EnemyNear(var(58)),AnimTime > -5 || P2BodyDist X > 25
TriggerAll = BackEdgeBodyDist >= 20 && var(42) >= 120 && !Enemy,NumProj
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X <= 45 && EnemyNear(var(58)),AnimTime >= -5
Trigger1 = var(16) := 1 || 1
Trigger2 = P2BodyDist X <= 55 && EnemyNear(var(58)),AnimTime >= -16
Trigger2 = var(16) := 1 || 1
Trigger3 = P2BodyDist X <= 65 && EnemyNear(var(58)),AnimTime >= -17
Trigger3 = var(16) := 1 || 1
Trigger4 = P2BodyDist X <= 75 && EnemyNear(var(58)),AnimTime >= -18
Trigger4 = var(16) := 1 || 1
Trigger5 = P2BodyDist X <= 85 && EnemyNear(var(58)),AnimTime >= -19
Trigger5 = var(16) := 1 || 1
Trigger6 = P2BodyDist X <= 95 && EnemyNear(var(58)),AnimTime >= -20
Trigger6 = var(16) := 1 || 1

;攻撃避け
[State -1, 攻撃避け]
Type = ChangeState
Value = 740
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = P2BodyDist X > 20 || var(57) < 6
TriggerAll = InGuardDist || Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10,120]
Trigger1 = EnemyNear(var(58)),AnimTime <= -22

;強百式·鬼焼き
[State -1, 強百式·鬼焼き]
Type = ChangeState
Value = 1110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -6 || EnemyNear(var(58)),Time < 4
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Random <= 250 || EnemyNear(var(58)),StateNo = [1000,2000)
Triggerall = P2BodyDist X = [-10 + ((fvar(21) * 6) * fvar(1) * fvar(4)),50 + ((fvar(21) * 6) * fvar(1) * fvar(4)) ]
Triggerall = P2BodyDist Y >= 0
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || (prevstateno = [700,740]) || prevstateno = 52000
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H

[State -1, しゃがみ弱キック/近距離立ち強パンチ]
type = ChangeState
value = ifelse(Random <= 400,430,215)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
triggerall = P2BodyDist X = [-10,20]
triggerall = P2BodyDist Y >= 0
TriggerAll = !InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),facing = facing
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || (prevstateno = [700,740]) || prevstateno = 52000
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

[State -1, 小、中ジャンプ隙突き(対投げ用)]
Type = ChangeState
Value = ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 120,34,32)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime < -18
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (P2BodyDist X = [-20,120]) || FrontEdgeBodyDist < 100

[State -1, バックステップ 投げ外し]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Random <= ((var(57) * 12.5) * var(56)) || var(57) >= 9
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149]) || var(2) = 3
Trigger1 = P2BodyDist X = [-30,60]

[State -1, 中ジャンプ(対投げ用)]
Type = ChangeState
Value = Ifelse(P2BodyDist X >= 80,34,Ifelse(P2BodyDist X >= 35,32,39))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || var(32) || var(56) > 9
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = P2BodyDist X = [-30,125]

[State -1, 中ジャンプ(対投げ用)]
Type = ChangeState
Value = Ifelse(P2BodyDist X >= 80,34,Ifelse(P2BodyDist X >= 35,32,39))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 250 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 115 || (StateNo = [120,149]) || var(2) = 3
Trigger1 = P2BodyDist X = [-30,125]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),HitDefAttr = SC, NT, ST, HT

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;防御(ガード等)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, 内部のガードの認識をしない]
Type = AssertSpecial
Trigger1 = var(59) = 1
Trigger1 = var(57) >= 1
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard

;---------------------------------------------------------------------------
;ガード
[State -1, Guard]
Type = ChangeState
Value = 120;Ifelse(StateNo = 100,101,120)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2
TriggerAll = StateNo != [120,159]
TriggerAll = Ctrl || StateNo = 0 || (StateNo = [10,12]) || (StateNo = [20,22]) || StateNo = 100 && Time >= Ifelse(EnemyNear(var(58)),Facing = Facing,14,0) || var(2) = [1,2]
Trigger1 = InGuardDist || Helper(25000+ID),InGuardDist && EnemyNear(var(58)),Facing != Facing
Trigger1 = Random <= (200 + (var(57) * 100)) && Random <= 600 || var(57) > 4
Trigger2 = InGuardDist
Trigger2 = P2BodyDist X > 90 || EnemyNear(var(58)),Time > 50
Trigger2 = Random <= var(57) * 150
Trigger3 = InGuardDist; || Helper(25000+ID),InGuardDist; || Helper(26000+ID),InGuardDist; 
Trigger3 = Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23))
Trigger4 = var(57) > 4
Trigger4 = EnemyNear(var(58)),MoveType = A
Trigger4 =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
Trigger4 = StateNo != 100 || StateNo = 100 && P2Dist Y > -45 || NumEnemy >= 2
Trigger4 = P2BodyDist X < 0
Trigger4 = P2Dist X > 0 || P2Dist X < 0
Trigger5 = var(57) > 4
Trigger5 = InGuardDist
Trigger5 = NumEnemy > 1
Trigger5 = Enemy(0),NumHelper+Enemy(1),NumHelper > 0 || Enemy(0),NumProj+Enemy(1),NumProj > 0
Trigger6 = var(57) > 4
Trigger6 = NumHelper(30100+ID)
Trigger6 = Helper(30100+ID),InGuardDist
Trigger6 =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT

;ガード
[State -1, Guard]
Type = ChangeState
Value = ifelse(StateNo = 100,101,120)
TriggerAll = var(59) = 1
TriggerAll = var(57) = [3,5]
TriggerAll = RoundState = 2
TriggerAll = StateNo != [120,159]
TriggerAll = Ctrl || StateNo = 0 || (StateNo = [20,22]) || StateNo = 100 && Time >= 14
Trigger1 = InGuardDist || Helper(25000+ID),InGuardDist && EnemyNear(var(58)),Facing != Facing
Trigger1 = Random <= (200 + (var(57) * 100)) && Random <= 600 || var(57) > 4
Trigger2 = InGuardDist
Trigger2 = P2BodyDist X > 90 || EnemyNear(var(58)),Time > 50
Trigger2 = Random <= var(57) * 150
Trigger3 = InGuardDist
Trigger3 = EnemyNear(var(58)),NumHelper > 0 || Enemy,NumProj > 0
Trigger4 = var(57) > 4
Trigger4 = EnemyNear(var(58)),MoveType = A
Trigger4 =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
Trigger4 = StateNo != 100 || StateNo = 100 && P2Dist Y > -45 || NumEnemy >= 2
Trigger4 = P2BodyDist X < 0
Trigger4 = P2Dist X > 0 || P2Dist X < 0
Trigger5 = var(57) > 4
Trigger5 = InGuardDist
Trigger5 = NumEnemy > 1
Trigger5 = Enemy(0),NumHelper+Enemy(1),NumHelper > 0 || Enemy(0),NumProj+Enemy(1),NumProj > 0
Trigger6 = var(57) > 4
Trigger6 = NumHelper(30100+ID)
Trigger6 = Helper(30100+ID),InGuardDist
Trigger6 =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT

;ガード
[State -1, Guard]
type = ChangeState
value = ifelse(stateno = 100,101,120)
triggerall = var(59) = 1
triggerall = var(57) = [1,2]
triggerall =!(statetype = A && (Vel X > 0 || Pos Y >= -32 || Helper(40000),var(1) = 0))
triggerall = RoundState = 2
triggerall = Random <= (var(57) * var(56) * (4 + ((var(57) >= 6) * 2) + ((var(57) >= 7) * 2))) || var(57) >= 6 && Helper(40000),fvar(2) >= 1 || var(57) >= 8 || stateno = 22
triggerall = var(57) < 6 && Random <= 500 || var(57) >= 6
triggerall =!(stateno = [120,159])
triggerall = ctrl || (stateno = [20,22]) || stateno = 100 && time >= 14 || var(2) >= 1
trigger1 = inguarddist
trigger2 = enemynear(var(58)),movetype = A
trigger2 = !enemynear(var(58)),hitdefattr = SCA, NT, ST, HT
trigger2 = stateno != 100 || stateno = 100 && p2dist y > -45 || numenemy >= 2
trigger2 = p2bodydist x < 0
trigger2 = p2dist x > 0 || p2dist x < 0
trigger3 = inguarddist
trigger3 = numenemy > 1
trigger3 = enemy(0),numhelper+enemy(1),numhelper > 0 || enemy(0),numproj+enemy(1),numproj > 0
trigger4 = numhelper(30100+id)
trigger4 = helper(30100+id),inguarddist
trigger4 = !enemynear(var(58)),hitdefattr = SCA, NT, ST, HT


;受身
[State -1,UKEMI]
Type = ChangeState
Value = 5200
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Alive = 1
TriggerAll = Vel Y > 0 && Pos Y >= -20
TriggerAll = StateNo = 5050 || StateNo = 5071
Trigger1 = Random <= 500 || var(57) >= 9
Trigger2 = EnemyNear(var(58)),MoveType = A
Trigger2 = EnemyNear(var(58)),Time < 15

;受身
[State -1,UKEMI]
Type = ChangeState
Value = 52000
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = CanRecover || EnemyNear(var(58)),MoveType = A
TriggerAll = StateNo = 5050
TriggerAll = pos y >= -20
TriggerAll = vel y > 0 && vel y < 9
Trigger1 = Random < 500
Trigger2 = EnemyNear(var(58)),MoveType = A
Trigger2 = EnemyNear(var(58)),Time < 15

;緊急回避前
;[State -1, 緊急回避前]
;Type = ChangeState
;Value = 700
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;Triggerall = Power >= 1000
;TriggerAll = Random <= 200 || (1000*Life/LifeMax) <= 300 || Power >= 3000 || EnemyNear(var(58)),Life-Life >= 300
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = StateType != A
;TriggerAll =!EnemyNear(var(58)),Ctrl
;TriggerAll = EnemyNear(var(58)),Vel X >= 0
;TriggerAll = EnemyNear(var(58)),StateNo = [1000,5000)
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),AnimTime < -32 || EnemyNear(var(58)),AnimTime > 0
;;TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
;TriggerAll = StateNo = [150,153];(StateNo = [150,153]) && HitShakeOver
;Trigger1 = P2BodyDist X < 100
;Trigger1 = Var(16) := 2 || 1

;緊急回避前/緊急回避後
[State -1, 緊急回避前/緊急回避後]
Type = ChangeState
Value = Ifelse(var(41)>=120 && EnemyNear(var(58)),Vel X >= 0,700,710)
TriggerAll = var(59) = 1
TriggerAll = (var(57) = [6,8]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
Triggerall = Power >= 1000
TriggerAll = Random <= 250 || Power >= 4000
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = EnemyNear(var(58)),StateNo != [120,155]
TriggerAll = EnemyNear(var(58)),PrevStateNo = [150,155]
TriggerAll = AnimTime < EnemyNear(var(58)),AnimTime - 3
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = P2BodyDist X < 75
Trigger1 = var(1) = 2 && MoveType != H; && MoveContact
Trigger1 = Var(16) := 2 || 1
Trigger2 = (StateNo = [200,999]) && MoveContact
Trigger2 = Var(16) := 2 || 1

;ガードキャンセル前方緊急回避
[State -1, ガードキャンセル前方緊急回避]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Power >= 1000
TriggerAll = Power >= 2500 || (Life < 200) || (EnemyNear(var(58)),Life < 300 && Power >= 2000) || (EnemyNear(var(58)),Life < 150) || helper(999),fvar(32) >= 10
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = (StateNo = [150,153]) && HitShakeOver
Trigger1 = EnemyNear(var(58)),AnimTime <= -40
Trigger1 = P2BodyDist X < 80
Trigger1 = var(16) := 2

;ガードキャンセル前方緊急回避
[State -1, ガードキャンセル前方緊急回避]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = Power >= 2500 || (Life < 200) || (EnemyNear(var(58)),Life < 300 && Power >= 2000) || (EnemyNear(var(58)),Life < 150) || helper(999),fvar(32) >= 10
TriggerAll = StateType != A
TriggerAll = (StateNo = [150,153]) && HitShakeOver
Trigger1 = P2BodyDist X = [-20,60]
Trigger1 = EnemyNear(var(58)),StateNo >= 200
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = EnemyNear(var(58)),AnimTime <= -40
Trigger1 = var(16) := 2

;ガードキャンセル前方緊急回避
[State -1, ガードキャンセル前方緊急回避]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = Power >= 2500 || (Life < 200) || (EnemyNear(var(58)),Life < 300 && Power >= 2000) || (EnemyNear(var(58)),Life < 150) || helper(999),fvar(32) >= 10
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = P2BodyDist X = [-20,60]
TriggerAll = (StateNo = [150,153]) && HitShakeOver
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),AnimTime <= -40
Trigger1 = Random <= 250
Trigger1 = var(16) := 2
Trigger2 = EnemyNear(var(58)),StateType = A
Trigger2 = FrontedgeBodyDist > 60
Trigger2 = Random <= 50
Trigger2 = var(16) := 2

;ガードキャンセル後方緊急回避
;[State -1, ガードキャンセル後方緊急回避]
;Type = ChangeState
;Value = 710
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 6
;TriggerAll = RoundState = 2
;TriggerAll = Power >= 1000
;TriggerAll = Random <= ((var(57) * 12.5) * var(56))
;TriggerAll = Random <= 50
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = P2BodyDist X = [-5,60]
;TriggerAll = (StateNo = [150,153]) && HitShakeOver
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = BackEdgeBodyDist > 60
;Trigger1 = var(16) := 2

;ガードキャンセルふっとばし攻撃
;[State -1, Guard Counter Blowback Attack]
;Type = ChangeState
;Value = 255
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 6
;TriggerAll = RoundState = 2
;TriggerAll = Power >= 1000
;TriggerAll = Random <= var(57) * 125
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),StateNo >= 200
;TriggerAll = P2BodyDist X = [-5,60]
;TriggerAll = (StateNo = 150 || StateNo = 152) && HitShakeOver
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = Random <= 100
;Trigger2 = fvar(19) >= 2
;Trigger2 = EnemyNear(var(58)),StateType = A
;Trigger2 = P2bodydist Y = [-35,20]
;Trigger2 = Random <= 200

;ガードキャンセルふっとばし攻撃
[State -1, Guard Counter Blowback Attack]
Type = ChangeState
Value = 255
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = Power >= 2500 || (Life < 200) || (EnemyNear(var(58)),Life < 300 && Power >= 2000) || (EnemyNear(var(58)),Life < 150)
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = (StateNo = [150,153]) && HitShakeOver
TriggerAll = P2BodyDist X = [-5,40]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),AnimTime <= -2
Trigger1 = Random <= 100 || var(57) >= 9
Trigger2 = EnemyNear(var(58)),StateType != A
Trigger2 = EnemyNear(var(58)),StateNo = [1000,1999]
Trigger3 = fvar(19) >= 2
Trigger3 = EnemyNear(var(58)),StateType = A
Trigger3 = P2bodydist Y = [-35,20]
Trigger3 = Random <= 200 || var(57) >= 9

;ガードキャンセルふっとばし攻撃
[State -1, Guard Counter Blowback Attack]
Type = ChangeState
Value = 255
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = (StateNo = [150,153]) && HitShakeOver
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = EnemyNear(var(58)),AuthorName = "ikaruga"
Trigger1 = EnemyNear(var(58)),Name = "Kyo Kusanagi"
Trigger1 = EnemyNear(var(58)),StateNo = 110

;==============================================================================
;リーダー超必殺技
;==============================================================================

;-----------------------------------------------------------------------
; 浮かせ技からの追撃停止
;-----------------------------------------------------------------------
;[State -1, 待機]
;type = ChangeState
;value = 0
;Ctrl = 0
;TriggerAll = var(59) = 1
;TriggerAll = RoundState = 2
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = H
;TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = AnimTime = 0
;TriggerAll = Time > 0
;Trigger1 = var(50) && var(41) <= 120
;Trigger1 = StateNo = 1600 || StateNo = 1000

[State -1, 停止用]
Type = ChangeState
Value = 99;ifelse((var(41) >= 80),99,21)
Ctrl = 0
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = AnimTime = 0
TriggerAll = Time > 0
Trigger1 = var(50)
Trigger1 = StateNo = 1105 || StateNo = 1115
;Trigger1 = p2bodydist x > 40
Trigger2 = var(50) = 8
Trigger2 = StateNo = 1801
Trigger3 = var(50) = 4
Trigger3 = StateNo = 1407

[State -1, 停止用]
Type = ChangeState
Value = 99;Ifelse((var(41) >= 80),99,21)
Ctrl = 0
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = AnimTime = 0
TriggerAll = Time > 0
Trigger1 = var(50) = 100
Trigger1 = StateNo != 99
Trigger1 = ctrl || stateno = 0 || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149]) || var(2) >= 1

[State -1, 停止用]
Type = ChangeState
Value = 21
Ctrl = 0
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = AnimTime = 0
TriggerAll = Time > 0
Trigger1 = var(50)
Trigger1 = Stateno = 1401

[State -1, 停止用]
Type = ChangeState
Value = 21
Ctrl = 0
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = AnimTime = 0
TriggerAll = Time > 0
Trigger1 = var(50) = 1
Trigger1 = Ctrl || StateNo = 22 && Time >= 8 || Stateno = 99; || StateNo = 1105 || StateNo = 1115
Trigger1 = p2bodydist x = [5,30]
Trigger1 = var(41) >= 120

[State -1, 停止用]
Type = ChangeState
Value = 22
Ctrl = 0
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = AnimTime = 0
TriggerAll = Time > 0
Trigger1 = var(50) = 1
Trigger1 = Ctrl || StateNo = 21 && Time >= 8 || Stateno = 99
Trigger1 = p2bodydist x <= 5
Trigger1 = var(41) >= 120

[State -1, 停止解除]
Type = ChangeState
Value = 0
Ctrl = 1
TriggerAll = var(59)
TriggerAll = var(50)
TriggerAll = StateType != A
TriggerAll = StateNo = 0 || (StateNo = [19,22]) || (StateNo = [99,101])
TriggerAll = Ctrl = 0
Trigger1 = P2BodyDist Y >= 0
Trigger2 = RoundState != 2
Trigger3 = var(52) && InGuardDist || NumEnemy >= 2 && (StateNo = 0 || (StateNo = [19,22]))

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;連続技
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;==============================================================================
;接地から連続技術まで
;==============================================================================
[State -1, リセット]
Type = VarSet
TriggerAll = var(59)
TriggerAll = var(49)
Trigger1 = RoundState != 2
Trigger2 = EnemyNear(var(58)),Ctrl = 1
Trigger3 = EnemyNear(var(58)),StateType != L
Trigger4 = EnemyNear(var(58)),MoveType = A
Trigger5 = EnemyNear(var(58)),StateNo = [0,159]
Trigger6 = EnemyNear(var(58)),StateNo = [290,293]
Trigger7 = EnemyNear(var(58)),StateNo = [5700,5715]
Trigger8 = NumTarget(2190)
Trigger9 = StateNo = [3000,4999]
Trigger10 = EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693
var(49) = 0

;-----------------------------------------------------------------------------
;各種追撃
;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
;EX弐百拾弐式·琴月　陽　追撃
;-----------------------------------------------------------------------------
[State -1, ヒット確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = !NumTarget(2190)
TriggerAll = !(EnemyNear(var(58)),Stateno = 5120 || EnemyNear(var(58)),Stateno = 5693)
Trigger1 = var(53) = -1
Trigger1 = EnemyNear(var(58)),StateNo = [5690,5692]
var(49) = 1

[State -1, ヒット確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
triggerall = var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = !NumTarget(2190)
Trigger1 = MoveHit = 1
Trigger1 = Stateno = 1510 && AnimElemTime(16) > 0 && AnimElemTime(17) < 2
var(49) = 1

;ダッシュ
[State -1, RUN]
type = ChangeState
value = 100
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(49) = 1
triggerall = var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = L || enemynear(var(58)),movetype = H
trigger1 = StateNo = 1115 && PrevStateNo = 1510 && AnimTime = [-4,0]

[State -1, EX弐百拾弐式·琴月　陽]
type = ChangeState
value = 2190
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(49) = 1
TriggerAll = var(53) = -1
TriggerAll = power >= 1000 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(40) > 0
TriggerAll = Random <= 15 || EnemyNear(var(58)),Life < 130 || var(40) > 0 || Power >= 2500
triggerall = statetype != A
triggerall = enemynear(var(58)),movetype = H
triggerall = p2bodydist x = [-20-(FrontEdgeDist<=20)*10,60+floor(5*(EnemyNear(var(58)),Vel X))]
triggerall = P2BodyDist Y >= -25
triggerall =!NumTarget(2190)
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = enemynear(var(58)),stateno = 5691; || enemynear(var(58)),stateno = 9080
Trigger2 = (enemynear(var(58)),stateno = 5692 && enemynear(var(58)),prevstateno != 5612 && enemynear(var(58)),prevstateno != 5615)
Trigger2 = enemynear(var(58)),Time < 12-5
Trigger3 = (enemynear(var(58)),stateno = 5692 && enemynear(var(58)),prevstateno = 5612)
Trigger3 = enemynear(var(58)),Time < 21-5
Trigger4 = (enemynear(var(58)),stateno = 5692 && enemynear(var(58)),prevstateno = 5615)
Trigger4 = enemynear(var(58)),Time < 18-5
Trigger5 = (enemynear(var(58)),stateno = 5692 && enemynear(var(58)),prevstateno >= 9000)
Trigger5 = enemynear(var(58)),Time < 18-5

[State -1, ヒット確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(99999),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = !NumTarget(2190)
TriggerAll = !(EnemyNear(var(58)),Stateno = 5120 || EnemyNear(var(58)),Stateno = 5693)
Trigger1 = var(53) = -1
Trigger1 = var(49) = 0
Trigger1 = !EnemyNear(var(58)),StateNo = [5690,5692]
var(49) = 2

[State -1, EX弐百拾弐式·琴月　陽]
type = ChangeState
value = 2190
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(49) = 2
TriggerAll = var(53) = -1
TriggerAll = power >= 1000 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(40) > 0
TriggerAll = Random <= 5 || EnemyNear(var(58)),Life < 130 || var(40) > 0 || Power >= 2500
triggerall = statetype != A
triggerall = enemynear(var(58)),movetype = H
triggerall = p2bodydist x = [-20-(FrontEdgeDist<=20)*10,60+floor(5*(EnemyNear(var(58)),Vel X))]
triggerall = P2BodyDist Y >= -25
triggerall =!NumTarget(2190)
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = enemynear(var(58)),stateno = 5101; || enemynear(var(58)),stateno = 9080
Trigger2 = enemynear(var(58)),stateno = 5110
Trigger2 = enemynear(var(58)),Time < 7

;==============================================================================
;浮かせからの連続技
;==============================================================================
[State -1, リセット]
Type = VarSet
TriggerAll = var(59)
TriggerAll = var(50)
Trigger1 = RoundState != 2
Trigger2 = EnemyNear(var(58)),Ctrl = 1
Trigger3 = EnemyNear(var(58)),StateType = L
Trigger4 = EnemyNear(var(58)),MoveType = A
Trigger5 = EnemyNear(var(58)),MoveType != H
Trigger6 = EnemyNear(var(58)),StateNo = [0,159]
Trigger7 = EnemyNear(var(58)),StateNo = [290,293]
Trigger8 = EnemyNear(var(58)),StateNo = [5700,5715]
Trigger9 = StateNo = [3000,4999]
Trigger9 = StateNo != 3070
Trigger9 = StateNo != 3800
Trigger9 = StateNo != [3100,3103]
var(50) = 0

[State -1, リセット]
Type = VarSet
TriggerAll = var(59)
TriggerAll = var(50)
Trigger1 = StateNo = [3000,3055]
Trigger1 = var(41) > 160
var(50) = 0

[State -1,裏九拾九式・白矢]
type = ChangeState
value = 3120
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = RoundState = 2
TriggerAll = random = [301,600]
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Life > 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = ProjHit1000 = 1,< 5
TriggerAll = p2dist X > 0
TriggerAll = p2bodydist X <= 180
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])

;-----------------------------------------------------------------------------
;各種追撃
;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
;七拾五式·改　追撃
;-----------------------------------------------------------------------------
[State -1, ヒット確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
Trigger1 = StateNo = 1201 && movehit
Trigger2 = StateNo = 1211 && movehit
var(50) = 1

;---------------------------------------------------------------------------
;強百式・鬼焼き
[State -1, 強百式・鬼焼き]
type = ChangeState
value = 1110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = var(50) = 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
Trigger1 = StateNo = 750 && AnimTime = 0
Trigger1 = var(50) := 2

;---------------------------------------------------------------------------
;MAX発動
[State -1, MAX発動]
Type = ChangeState
Value = 750
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = var(50) = 1
TriggerAll = power >= 1000 && var(40) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = var(41) <= 90
TriggerAll = P2bodydist Y = [-40-floor(26*(EnemyNear(var(58)),Vel Y)+(26*(26+1)/2)*fvar(39)),10-floor(26*(EnemyNear(var(58)),Vel Y)+(26*(26+1)/2)*fvar(39))]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149])

;---------------------------------------------------------------------------
[State -1, MAX裏百八式·大蛇薙]
Type = ChangeState
Value = 3050
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 1
TriggerAll = Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0
TriggerAll = EnemyNear(var(58)),Life <= 264 || Random <= 20
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = P2BodyDist X = [-10,100]
TriggerAll = P2bodydist Y = [-40-floor(20*(EnemyNear(var(58)),Vel Y)+(20*(20+1)/2)*fvar(39)),10-floor(20*(EnemyNear(var(58)),Vel Y)+(20*(20+1)/2)*fvar(39))]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;弱裏百八式·大蛇薙
[State -1, 裏百八式·大蛇薙]
Type = ChangeState
Value = 3000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 1
TriggerAll = Power >= 1000 || var(40) > 0
TriggerAll = EnemyNear(var(58)),Life <= 128 || Random <= 20 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = P2BodyDist X = [-10,100]
TriggerAll = P2bodydist Y = [-55-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(39)),-10-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(39))]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;弱裏百八式·大蛇薙
[State -1, 裏百八式·大蛇薙]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 1
TriggerAll = Power >= 1000 || var(40) > 0
TriggerAll = EnemyNear(var(58)),Life <= 128 || Random <= 45 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = var(41) <= 80
TriggerAll = P2bodydist Y = [-150-floor(18*(EnemyNear(var(58)),Vel Y)+(18*(18+1)/2)*fvar(39)),-80-floor(18*(EnemyNear(var(58)),Vel Y)+(18*(18+1)/2)*fvar(39))]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;弱裏百八式·大蛇薙
[State -1, 裏百八式·大蛇薙]
Type = ChangeState
Value = 3070
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 1
TriggerAll = Power >= 1000 || var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = var(41) <= 120
Trigger1 = StateNo = 105

;弱独楽屠り
[State -1, L RED]
Type = ChangeState
Value = 1800
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = var(50) = 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 40 || fvar(13) >= 10000
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-35,150]
Trigger1 = P2bodydist Y = [-100-floor(17*(EnemyNear(var(58)),Vel Y)+(17*(17+1)/2)*fvar(39)),-35-floor(17*(EnemyNear(var(58)),Vel Y)+(17*(17+1)/2)*fvar(39))]

;強弐百拾弐式·琴月　陽
[State -1, 強弐百拾弐式·琴月　陽]
Type = ChangeState
Value = 1410
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 5
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll =!(EnemyNear(var(58)),backedgebodydist < 10 || EnemyNear(var(58)),FrontedgeBodyDist < 10)
TriggerAll = P2bodydist Y = [-30-floor(15*(EnemyNear(var(58)),Vel Y)+(15*(15+1)/2)*fvar(39)),0-floor(15*(EnemyNear(var(58)),Vel Y)+(15*(15+1)/2)*fvar(39))]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;強百壱式・朧車
[State -1, 強百壱式・朧車]
type = ChangeState
value = 1510
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = p2bodydist x = [-25,80]
TriggerAll =!(EnemyNear(var(58)),backedgebodydist < 10 || EnemyNear(var(58)),FrontedgeBodyDist < 10) || var(41) > 120
TriggerAll = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149])
Trigger1 = p2bodydist y = [-40-floor(11*(EnemyNear(var(58)),vel y)+(11*(11+1)/2)*fvar(39)),20-floor(11*(EnemyNear(var(58)),vel y)+(11*(11+1)/2)*fvar(39))]

;弱百壱式·朧車
[State -1, 弱百壱式·朧車]
Type = ChangeState
Value = 1500
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = var(50) = 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-35,72+floor(15*(EnemyNear(var(58)),vel X))+floor((6*5))]
TriggerAll = var(41) <= 120
TriggerAll = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2bodydist Y = [-132-floor(10*(EnemyNear(var(58)),Vel Y)+(10*(10+1)/2)*fvar(39)+(1*-6)),0-floor(10*(EnemyNear(var(58)),Vel Y)+(10*(10+1)/2)*fvar(39))]
Trigger2 = P2bodydist Y = [-132-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(39)+(3*-6)),0-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(39))]
Trigger3 = P2bodydist Y = [-132-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(39)+(5*-6)),0-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(39))]
Trigger4 = P2bodydist Y = [-132-floor(15*(EnemyNear(var(58)),Vel Y)+(15*(15+1)/2)*fvar(39)+(6*-6)),0-floor(15*(EnemyNear(var(58)),Vel Y)+(15*(15+1)/2)*fvar(39))]

;弱百壱式·朧車
;[State -1, 弱百壱式·朧車]
;Type = ChangeState
;Value = 1500
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 6
;TriggerAll = var(50) = 3
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = H
;TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;;TriggerAll = FrontedgeBodyDist <= 60
;TriggerAll = P2BodyDist X = [-35,72+floor(15*(EnemyNear(var(58)),vel X))+floor((6*5))]
;TriggerAll = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2bodydist Y = [-132-floor(10*(EnemyNear(var(58)),Vel Y)+(10*(10+1)/2)*fvar(39)+(1*-6)),0-floor(10*(EnemyNear(var(58)),Vel Y)+(10*(10+1)/2)*fvar(39))]
;Trigger2 = P2bodydist Y = [-132-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(39)+(3*-6)),0-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(39))]
;Trigger3 = P2bodydist Y = [-132-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(39)+(5*-6)),0-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(39))]
;Trigger4 = P2bodydist Y = [-132-floor(15*(EnemyNear(var(58)),Vel Y)+(15*(15+1)/2)*fvar(39)+(6*-6)),0-floor(15*(EnemyNear(var(58)),Vel Y)+(15*(15+1)/2)*fvar(39))]

;-----------------------------------------------------------------------------
;強百式·鬼焼き　追撃
;-----------------------------------------------------------------------------
[State -1, ヒット確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
Trigger1 = var(50) = 1
Trigger1 = StateNo = 1500 && movehit
var(50) = 2

;--------------------------------
;MAX裏百八式·大蛇薙
[State -1, MAX裏百八式·大蛇薙]
Type = ChangeState
Value = 3050
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 2
TriggerAll = power >= 1000 && (var(40) = [1,275])
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = (Random <= var(57) * 125) || var(57) >= 6 && p2life <= 332
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit = 1
Trigger1 = var(7) = 1

;弱／強裏百八式·大蛇薙
[State -1, 弱／強裏百八式·大蛇薙]
Type = ChangeState
Value = 3000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 2
TriggerAll = var(40) = [1,275]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit = 1
Trigger1 = var(7) = 1

;弱／強裏百八式·大蛇薙
[State -1, 弱／強裏百八式·大蛇薙]
Type = ChangeState
Value = 3070
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 2
TriggerAll = var(40) = [1,175]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit = 1
Trigger1 = var(7) = 1

;強百式·鬼焼き
[State -1, 強百式·鬼焼き]
Type = ChangeState
Value = 1110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = var(50) = 2
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-35,45]
TriggerAll = P2bodydist Y = [-30-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39)),20-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39))]
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger2 = StateNo = 1105 && (AnimTime = [-5,0]) || StateNo = 1115 && (AnimTime = [-5,0])

;弱百壱式·朧車
[State -1, 弱百壱式·朧車]
Type = ChangeState
Value = 1500
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = var(50) = 2
TriggerAll = var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = var(41) <= 120
TriggerAll = Movehit = [1,4]
Trigger1 = StateNo = 1110

;強百式·鬼焼き
[State -1, 強百式·鬼焼き]
Type = ChangeState
Value = 1110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = var(50) = 2
TriggerAll = var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-35,45]
TriggerAll = P2bodydist Y = [-30-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39)),20-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39))]
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger2 = StateNo = 1105 && (AnimTime = [-11,0]) || StateNo = 1115 && (AnimTime = [-11,0])

;-----------------------------------------------------------------------------
;七拾五式·改　追撃
;-----------------------------------------------------------------------------
[State -1, ヒット確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
Trigger1 = NumTarget
Trigger1 = EnemyNear(var(58)),StateNo = 2263
Trigger2 = Movehit = [1,4]
Trigger2 = StateNo = 3102 || StateNo = 3800
var(50) = 3

;弱七拾五式·改
[State -1, 強百式·鬼焼き]
Type = ChangeState
Value = 1200
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = var(50) = 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-35,70]
Trigger1 = P2bodydist Y = [-50-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(39)),20-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(39))]

;強七拾五式·改
[State -1, 強七拾五式·改]
Type = ChangeState
Value = 1210
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = var(50) = 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-35,70]
Trigger1 = P2bodydist Y = [-50-floor(18*(EnemyNear(var(58)),Vel Y)+(18*(18+1)/2)*fvar(39)),20-floor(18*(EnemyNear(var(58)),Vel Y)+(18*(18+1)/2)*fvar(39))]

;-----------------------------------------------------------------------------
;強百壱式·朧車　追撃
;-----------------------------------------------------------------------------
[State -1, ヒット確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
Trigger1 = var(50) = 0
Trigger1 = EnemyNear(var(58)),StateNo = 1421
Trigger1 = StateNo = 1407
var(50) = 4

;強百壱式・朧車
[State -1, 強百壱式・朧車]
type = ChangeState
value = 1510
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 4
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = p2bodydist x = [-25,80]
TriggerAll = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149])
Trigger1 = p2bodydist y = [-40-floor(11*(EnemyNear(var(58)),vel y)+(11*(11+1)/2)*fvar(39)),20-floor(11*(EnemyNear(var(58)),vel y)+(11*(11+1)/2)*fvar(39))]

;-----------------------------------------------------------------------------
;空中裏百八式·大蛇薙　追撃
;-----------------------------------------------------------------------------
[State -1, ヒット確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
Trigger1 = StateNo = 3070 && Helper(3000),Movehit
var(50) = 5

;強百壱式・朧車
[State -1, 強百壱式・朧車]
type = ChangeState
value = 1510
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 5
TriggerAll = var(41) <= 160
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = p2bodydist x = [-25,80]
TriggerAll = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149])
Trigger1 = p2bodydist y = [-40-floor(11*(EnemyNear(var(58)),vel y)+(11*(11+1)/2)*fvar(39)),20-floor(11*(EnemyNear(var(58)),vel y)+(11*(11+1)/2)*fvar(39))]

;-----------------------------------------------------------------------------
;MAX裏百八式·大蛇薙　追撃
;-----------------------------------------------------------------------------
[State -1, ヒット確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = var(41) <= 95
Trigger1 = Helper(3050),Movehit
Trigger2 = Helper(3051),Movehit
Trigger3 = Helper(3052),Movehit
var(50) = 6

;強百壱式・朧車
[State -1, 強百壱式・朧車]
type = ChangeState
value = 1510
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = p2bodydist x = [-25,80]
TriggerAll = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149])
Trigger1 = p2bodydist y = [-50-floor(11*(EnemyNear(var(58)),vel y)+(11*(11+1)/2)*fvar(39)),20-floor(11*(EnemyNear(var(58)),vel y)+(11*(11+1)/2)*fvar(39))]

;-----------------------------------------------------------------------------
;弱百式·鬼焼き　追撃
;-----------------------------------------------------------------------------
[State -1, ヒット確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
Trigger1 = var(50) = 0
Trigger1 = var(40) > 0
Trigger1 = Movehit
Trigger1 = Stateno = 1100
var(50) = 30

;--------------------------------
;伍百弐拾四式·神塵
[State -1, 伍百弐拾四式·神塵]
Type = ChangeState
Value = 4000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 30
TriggerAll = power >= 1000 && (var(40) = [1,275]) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = (Random <= var(57) * 125) || var(57) >= 6 && p2life <= 538
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [290,293]
Trigger1 = var(7) = 1 && MoveHit

;--------------------------------
;MAX裏百八式·大蛇薙
[State -1, MAX裏百八式·大蛇薙]
Type = ChangeState
Value = 3050
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 30
TriggerAll = power >= 1000 && (var(40) = [1,275])
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = (Random <= var(57) * 125) || var(57) >= 6 && p2life <= 332
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [290,293]
Trigger1 = var(7) = 1 && MoveHit; = 1

;弱／強裏百八式·大蛇薙
[State -1, 弱／強裏百八式·大蛇薙]
Type = ChangeState
Value = 3000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 30
TriggerAll = Power < 2000
TriggerAll = var(40) = [1,275]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [290,293]
Trigger1 = var(7) = 1 && MoveHit

;弱百式·鬼焼き
[State -1, 弱百式·鬼焼き]
Type = ChangeState
Value = 1100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 30
TriggerAll = var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 75
TriggerAll = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = fvar(19) = [6,9]
Trigger2 = P2bodydist Y = [-35-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39)),20-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39))]

;弱弐百拾弐式·琴月　陽
[State -1, 弱弐百拾弐式·琴月　陽]
type = ChangeState
value = 1412
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 30
TriggerAll = var(40) > 175
TriggerAll = var(41) >= 120
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Movehit
Trigger1 = Stateno = 1100

;弱弐百拾弐式·琴月　陽
[State -1, 弱弐百拾弐式·琴月　陽]
type = ChangeState
value = 1500
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 30
TriggerAll = var(40) > 175
TriggerAll = var(41) < 120
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Movehit
Trigger1 = Stateno = 1100
Trigger1 = var(50) := 2 || 1

;--------------------------------
;MAX裏百八式·大蛇薙
[State -1, MAX裏百八式·大蛇薙]
Type = ChangeState
Value = 3050
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 30
TriggerAll = power >= 1000 && (var(40) = [1,175])
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = (Random <= var(57) * 125) || var(57) >= 6 && p2life <= 332
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [290,293]
TriggerAll = P2BodyDist X = [-10,140+floor(20*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2bodydist Y = [-40-floor(20*(EnemyNear(var(58)),Vel Y)+(20*(20+1)/2)*fvar(39)),10-floor(20*(EnemyNear(var(58)),Vel Y)+(20*(20+1)/2)*fvar(39))]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;弱／強裏百八式·大蛇薙
[State -1, 弱／強裏百八式·大蛇薙]
Type = ChangeState
Value = 3000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 30
TriggerAll = Power < 2000
TriggerAll = var(40) = [1,175]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [290,293]
TriggerAll = P2BodyDist X = [-10,140+floor(14*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2bodydist Y = [-40-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(39)),10-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(39))]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;-----------------------------------------------------------------------------
;空中ふっとばし攻撃　追撃
;-----------------------------------------------------------------------------
[State -1, 空中ふっとばし攻撃確認]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
Trigger1 = StateNo = 650 && Movehit
var(50) = 100

;---------------------------------------------------------------------------
;前中ジャンプ
[State -1, 前中ジャンプ]
Type = ChangeState
Value = 34
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 100
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel Y > -2
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y >= -30
TriggerAll = Abs(EnemyNear,Pos X - Pos X) <= 60 || Abs(EnemyNear,Pos X - Pos X) > 0 && var(41) <= 120
TriggerAll = fvar(19) = [11,21]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [19,22]) || StateNo = 52 || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;---------------------------------------------------------------------------
;前中ジャンプ
[State -1, 前中ジャンプ]
Type = ChangeState
Value = 34
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 100
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y >= -30
TriggerAll = Abs(EnemyNear,Pos X - Pos X) <= 55 + floor(fvar(19)*fvar(21)) + floor(fvar(19)*3.7+(fvar(19)*(fvar(19)+1)/2)*1.8)
TriggerAll = fvar(19) = [17,28]
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [19,22]) || StateNo = 52 || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;---------------------------------------------------------------------------
;前大ジャンプ
[State -1, 前大ジャンプ]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 100
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y = [-110,-30]
TriggerAll = fvar(19) >= 17
Trigger1 = Ctrl || StateNo = 0 || (StateNo = [19,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || var(2) >= 1

;---------------------------------------------------------------------------
;外式·奈落落とし
[State -1, 外式·奈落落とし]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(50) = 100
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = fvar(20) >= 7
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(fvar(21))+floor(7*Vel X))]
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y + ((7*EnemyNear(var(58)),Vel Y+(7*(7+1)/2)*fvar(39))-(7*Vel Y+(7*(7+1)/2)*Const(movement.yaccel))) = [-40,40]
Trigger1 = Ctrl || (StateNo = [120,149])

;==============================================================================
;クイックMAX
;==============================================================================
;-----------------------------------------------------------------------------
;MAXコンボ(直発動コンボ)
;-----------------------------------------------------------------------------
;強七拾五式·改
[State -1, 強七拾五式·改]
Type = ChangeState
Value = 1210
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll =(power = [1000,3000)) && var(40) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),backedgebodydist < 10 || EnemyNear(var(58)),frontedgebodydist < 10
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 52 || var(41) < 100 && Abs(EnemyNear(var(58)),Pos X - Pos X) < 62
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0

;-----------------------------------------------------------------------------
;発動コン(京)
;-----------------------------------------------------------------------------
;--------------------------------
;最終決戦奥義·零式
[State -1, 最終決戦奥義·零式]
Type = ChangeState
Value = 4100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = power >= 1000 && (var(40) = [1,175])
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = (Random <= var(57) * 125) || var(57) >= 6 && p2life <= 437
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit = 1
Trigger1 = var(7) = 1
Trigger1 = StateNo != [200,205]
Trigger1 = StateNo != [230,235]
Trigger1 = StateNo != [400,430]

;--------------------------------
;最終決戦奥義·零式/伍百弐拾四式·神塵
[State -1, 最終決戦奥義·零式/伍百弐拾四式·神塵]
Type = ChangeState
Value = Ifelse(Random%2=0,4100,4000)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = power >= 1000 && (var(40) = [1,175])
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = (Random <= var(57) * 125) || var(57) >= 6 && p2life <= 332
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit = 1
Trigger1 = var(7) = 1

;強七拾五式·改
[State -1, 強七拾五式·改]
Type = ChangeState
Value = 1210
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = Ifelse((1000*Life/LifeMax) <= 300,(power >= 1000 && (var(40) = [1,170])),(power >= 1000 && (var(40) = [1,170])) && Random <= 300)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = var(41) <= 160
TriggerAll = Movehit = 1
Trigger1 = var(7) = 1
Trigger1 = StateNo != [200,205]
Trigger1 = StateNo != [230,235]
Trigger1 = StateNo != [400,430]

;--------------------------------
;裏九拾九式·白矢
[State -1, 裏九拾九式·白矢]
Type = ChangeState
Value = Ifelse(Random%2=0,3810,3120)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = power >= 1000 && (var(40) = [1,175])
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = (Random <= var(57) * 125) || var(57) >= 6 && p2life <= 332
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit = 1
Trigger1 = var(7) = 1
Trigger1 = StateNo != [200,205]
Trigger1 = StateNo != [230,235]
Trigger1 = StateNo != [400,430]

;弱／強最終決戦奥義·無式'96
[State -1, 弱／強最終決戦奥義·無式'96]
Type = ChangeState
Value = Ifelse(Random%3=0,3100,Ifelse(Random%3=1,3800,3110))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) = [1,175]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit = 1
Trigger1 = var(7) = 1
Trigger1 = StateNo != [200,205]
Trigger1 = StateNo != [230,235]
Trigger1 = StateNo != [400,430]

;--------------------------------
;MAX裏百八式·大蛇薙
[State -1, MAX裏百八式·大蛇薙]
Type = ChangeState
Value = 3050
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = power >= 1000 && (var(40) = [1,175])
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = (Random <= var(57) * 125) || var(57) >= 6 && p2life <= 332
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit = 1
Trigger1 = var(7) = 1

;弱／強裏百八式·大蛇薙
[State -1, 弱／強裏百八式·大蛇薙]
Type = ChangeState
Value = 3000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) = [1,175]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit = 1
Trigger1 = var(7) = 1

;弱百式·鬼焼き
[State -1, 弱百式·鬼焼き]
Type = ChangeState
Value = 1100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) > 175
TriggerAll = var(41) >= 185
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 300
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-10,24]
Trigger1 = var(7) = 1
Trigger1 = Stateno != 2170
Trigger1 = StateNo != [200,205]
Trigger1 = StateNo != [230,235]
Trigger1 = StateNo != [400,430]
Trigger1 = Stateno != [1100,1110]

;強百式·鬼焼き
[State -1, 強百式·鬼焼き]
Type = ChangeState
Value = Ifelse(P2BodyDist X <= 24,1110,Ifelse(Random%2=0,1415,1410))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-10,40]
TriggerAll = Movehit = 1
Trigger1 = StateNo = 215 || StateNo = 245 || StateNo = 310 || Stateno = 745 || Stateno = 345
;Trigger2 = StateNo = 1405

;EX四百弐拾七式·轢鉄(2000)
[State -1, EX四百弐拾七式·轢鉄(2000)]
Type = ChangeState
Value = 2200
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) > 350
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit = 1
Trigger1 = StateNo = 1110 && Random <= 600
Trigger2 = StateNo = 1405 && Random <= 600
Trigger3 = StateNo = 1426 && Random <= 600

;強百式·鬼焼き
[State -1, 強百式·鬼焼き]
Type = ChangeState
Value = 1110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = P2BodyDist X = [-10,40]
TriggerAll = Movehit = 1
Trigger1 = StateNo = 1405
Trigger2 = StateNo = 1426
Trigger3 = StateNo = 2200 && AnimElemTime(7) >= 1 && AnimElemTime(8) < 2
Trigger3 = Random <= 600

;弱百八式·闇払い
[State -1, 弱百八式·闇払い]
Type = ChangeState
Value = 1000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) > 350
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit
Trigger1 = StateNo = 1110 && Random <= 600

;強弐百拾弐式·琴月　陽
[State -1, 強弐百拾弐式·琴月　陽]
Type = ChangeState
Value = Ifelse(Random%2=0,1415,1410)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = Movehit = 1
Trigger1 = StateNo = 1000 && AnimElemTime(5) > 1 && AnimElemTime(7) < 0
Trigger2 = MoveHit = [1,4]
Trigger2 = StateNo = 2200 && AnimElemTime(7) >= 1 && AnimElemTime(8) < 2
Trigger3 = MoveHit
Trigger3 = StateNo = 1110

;-----------------------------------------------------------------------------
;発動·繋ぎ
;-----------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = StateNo = 752 && Time >= 5
Trigger1 = P2BodyDist X = [-15,10]

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 47
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = StateNo = 751 && AnimTime = 0
Trigger1 = EnemyNear(var(58)),StateType = S 
Trigger1 = PrevStateno = [300,325]

;八拾八式
[State -1, 八拾八式]
Type = ChangeState
Value = 345
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = power >= 2000 && var(40) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 500
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = p2bodydist x = [-15,28]
TriggerAll = Movehit
Trigger1 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0 && (p2bodydist x = [-10,16])
Trigger2 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0 && (p2bodydist x = [-10,16])
Trigger3 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0 && (p2bodydist x = [-10,16])

;八拾八式
[State -1, 八拾八式]
Type = ChangeState
Value = Ifelse(Random%2=0,305,310)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = power >= 2000 && var(40) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit
Trigger1 = StateNo = 205 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0 && (p2bodydist x = [-10,24])
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0 && (p2bodydist x = [-10,16]) 
Trigger3 = StateNo = 235 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0 && (p2bodydist x = [-10,24])
Trigger4 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0 && (p2bodydist x = [-10,16])
Trigger5 = StateNo = 400 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0 && (p2bodydist x = [-10,24])
Trigger6 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0 && (p2bodydist x = [-10,16])

;八拾八式
[State -1, 八拾八式]
Type = ChangeState
Value = 310
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit
Trigger1 = StateNo = 745 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0

;クイックMAX
[State -1, クイックMAX]
Type = ChangeState
Value = 751
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = power >= 2000 && var(40) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125 || var(57) >= 6
TriggerAll = var(57) < 6 && Random <= 50 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = (StateNo = [200,499]) && Movehit = 1
;Trigger1 = p2bodydist x = [-10,12]
Trigger1 = (StateNo = [300,399]) && EnemyNear(var(58)),StateType = C
Trigger1 = p2bodydist x = [-10,30]
Trigger2 = StateNo = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 0
Trigger3 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger4 = StateNo = 215 && AnimElemTime(2) > 0 && P2bodydist X > 24
Trigger5 = StateNo = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 2

;=============================================================================
;優先項目
;=============================================================================
;強百八式·闇払い/弱R.E.D.kick
[State -1, 弱R.E.D.kick]
Type = ChangeState
Value = Ifelse(Moveguarded,1010,1800)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125
;TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Movecontact
Trigger1 = StateNo = 440 && AnimElemTime(5) > 0 && AnimElemTime(6) < 2

;八拾八式/外式·轟斧　陽
[State -1, 八拾八式/外式·轟斧　陽]
Type = ChangeState
Value = Ifelse(Random%2=0,310,305)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125
;TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = P2Dist X < 0;0-EnemyNear(var(58)),Vel X * 11
Trigger1 = Movecontact
Trigger1 = Stateno = 215 || Stateno = 245 || Stateno = 410 || Stateno = 745
trigger2 = StateNo = 745 && AnimElemTime(4) > 0 && AnimElemTime(5) < 2 && !Movecontact

;弱弐百拾弐式·琴月　陽
[State -1, 弱弐百拾弐式·琴月　陽]
Type = ChangeState
Value = 1402
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125
;TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = EnemyNear(var(58)),StateNo != [120,155]
TriggerAll = EnemyNear(var(58)),PrevStateNo = [150,155]
TriggerAll = P2Dist X > 0;0-EnemyNear(var(58)),Vel X * 11
TriggerAll = var(41) >= 195
Trigger1 = Movecontact
Trigger1 = (var(1) = [1,2]) && MoveType != H
trigger2 = stateno = 310 && AnimElemTime(3) > 0 && AnimElemTime(6) < 2 && !Movecontact
trigger3 = stateno = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 2 && !Movecontact
Trigger4 = StateNo = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 2 && !Movecontact

;弱百八式·闇払い
[State -1, 弱百八式·闇払い]
Type = ChangeState
Value = 1000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125
;TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),Vel X <= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),MoveType != A
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = EnemyNear(var(58)),AnimTime < -46
TriggerAll = P2Dist X > 48;0-EnemyNear(var(58)),Vel X * 11
TriggerAll = NumProjID(1000) = 0
;TriggerAll = var(41) >= 195
Trigger1 = Movecontact
Trigger1 = (var(1) = [1,2]) && MoveType != H
trigger2 = stateno = 310 && AnimElemTime(3) > 2 && AnimElemTime(6) < 2 && !Movecontact
trigger3 = stateno = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 2 && !Movecontact
Trigger4 = StateNo = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 2 && !Movecontact

;弱百八式·闇払い
[State -1, 弱百八式·闇払い]
Type = ChangeState
Value = 1000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125
;TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = P2Dist X > 48 && EnemyNear(var(58)),Vel X < 0;0-EnemyNear(var(58)),Vel X * 11
TriggerAll = NumProjID(1000) = 0
Trigger1 = Movecontact
Trigger1 = (var(1) = [1,2]) && MoveType != H
;trigger2 = stateno = 310 && AnimElemTime(3) > 0 && AnimElemTime(6) < 2 && !Movecontact
;trigger3 = stateno = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 2 && !Movecontact

;弱百八式·闇払い
[State -1, 弱百八式·闇払い]
Type = ChangeState
Value = 1000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125
;TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = P2Dist X < 0;-EnemyNear(var(58)),Vel X * 10;-35
TriggerAll = NumProjID(1000) = 0
TriggerAll = var(42) >= 120
Trigger1 = Movecontact
Trigger1 = (var(1) = [1,2]) && MoveType != H
trigger2 = stateno = 310 && AnimElemTime(3) > 0 && AnimElemTime(6) < 2 && !Movecontact
trigger3 = stateno = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 2 && !Movecontact
Trigger4 = StateNo = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 2 && !Movecontact

;弱百八式·闇払い
;[State -1, 弱百八式·闇払い]
;Type = ChangeState
;Value = 1000
;;TriggerAll = var(59) = 1
;;TriggerAll = var(57) >= 6
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;;TriggerAll = Random <= var(57) * 125
;;TriggerAll = Random <= 100
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),Ctrl = 0
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
;TriggerAll = NumProjID(1000) = 0
;TriggerAll = Ctrl || (Stateno = [20,22]) 
;Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 72 && EnemyNear(var(58)),AnimTime < -10 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 76 && EnemyNear(var(58)),AnimTime < -11
;Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 80 && EnemyNear(var(58)),AnimTime < -12 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 84 && EnemyNear(var(58)),AnimTime < -13
;Trigger3 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 88 && EnemyNear(var(58)),AnimTime < -14 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 92 && EnemyNear(var(58)),AnimTime < -15
;Trigger4 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 96 && EnemyNear(var(58)),AnimTime < -16 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 100 && EnemyNear(var(58)),AnimTime < -17
;Trigger5 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 104 && EnemyNear(var(58)),AnimTime < -18 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 108 && EnemyNear(var(58)),AnimTime < -19
;Trigger6 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 112 && EnemyNear(var(58)),AnimTime < -20 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 116 && EnemyNear(var(58)),AnimTime < -21
;Trigger7 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 120 && EnemyNear(var(58)),AnimTime < -22 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 124 && EnemyNear(var(58)),AnimTime < -23
;Trigger8 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 128 && EnemyNear(var(58)),AnimTime < -24 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 132 && EnemyNear(var(58)),AnimTime < -25
;Trigger9 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 136 && EnemyNear(var(58)),AnimTime < -26 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 140 && EnemyNear(var(58)),AnimTime < -27
;Trigger10 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 144 && EnemyNear(var(58)),AnimTime < -28 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 148 && EnemyNear(var(58)),AnimTime < -29
;Trigger11 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 152 && EnemyNear(var(58)),AnimTime < -30 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 156 && EnemyNear(var(58)),AnimTime < -31
;Trigger12 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 160 && EnemyNear(var(58)),AnimTime < -32 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 164 && EnemyNear(var(58)),AnimTime < -33
;Trigger13 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 168 && EnemyNear(var(58)),AnimTime < -34 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 172 && EnemyNear(var(58)),AnimTime < -35
;Trigger14 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 176 && EnemyNear(var(58)),AnimTime < -36 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 180 && EnemyNear(var(58)),AnimTime < -37
;Trigger15 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 184 && EnemyNear(var(58)),AnimTime < -38 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 188 && EnemyNear(var(58)),AnimTime < -39
;Trigger16 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 192 && EnemyNear(var(58)),AnimTime < -40 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 196 && EnemyNear(var(58)),AnimTime < -41
;Trigger17 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 200 && EnemyNear(var(58)),AnimTime < -42 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 204 && EnemyNear(var(58)),AnimTime < -43
;Trigger18 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 208 && EnemyNear(var(58)),AnimTime < -44 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 212 && EnemyNear(var(58)),AnimTime < -45
;Trigger19 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 216 && EnemyNear(var(58)),AnimTime < -46 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 220 && EnemyNear(var(58)),AnimTime < -47
;Trigger20 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 224 && EnemyNear(var(58)),AnimTime < -48 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 228 && EnemyNear(var(58)),AnimTime < -49
;Trigger21 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 232 && EnemyNear(var(58)),AnimTime < -50 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 236 && EnemyNear(var(58)),AnimTime < -51
;Trigger22 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 240 && EnemyNear(var(58)),AnimTime < -52 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 244 && EnemyNear(var(58)),AnimTime < -53
;Trigger23 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 248 && EnemyNear(var(58)),AnimTime < -54 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 252 && EnemyNear(var(58)),AnimTime < -55
;Trigger24 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 254 && EnemyNear(var(58)),AnimTime < -56 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 260 && EnemyNear(var(58)),AnimTime < -57
;Trigger25 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 262 && EnemyNear(var(58)),AnimTime < -58 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 268 && EnemyNear(var(58)),AnimTime < -59
;Trigger26 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 270 && EnemyNear(var(58)),AnimTime < -60 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 274 && EnemyNear(var(58)),AnimTime < -60
;Trigger27 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 278 && EnemyNear(var(58)),AnimTime < -62 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 282 && EnemyNear(var(58)),AnimTime < -61
;Trigger28 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 286 && EnemyNear(var(58)),AnimTime < -64 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 290 && EnemyNear(var(58)),AnimTime < -63
;Trigger29 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 294 && EnemyNear(var(58)),AnimTime < -68 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 298 && EnemyNear(var(58)),AnimTime < -65
;Trigger30 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 302 && EnemyNear(var(58)),AnimTime < -70 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 306 && EnemyNear(var(58)),AnimTime < -67

;最終決戦奥義·零式
[State -1, 最終決戦奥義·零式]
Type = ChangeState
Value = 4100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = var(52)!= [5,6]
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 250 && var(57) < 5 || var(57) >= 5 && ((EnemyNear(var(58)),Life*EnemyNear(var(58)),const(data.defence))/const(data.attack)) <= 400
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = P2BodyDist X = [-25,50]
TriggerAll = MoveHit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 2
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 310 && AnimElemTime(2) > 0 && AnimElemTime(4) < 0
Trigger6 = StateNo = 215 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger7 = StateNo = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 0

;---------------------------------------------------------------------------
;最終決戦奥義·無式'96
[State -1, 最終決戦奥義·無式'96]
Type = ChangeState
Value = 3100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = ((Power = [1000,2000)) && var(40) = 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 2
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 310 && AnimElemTime(2) > 0 && AnimElemTime(4) < 0
Trigger6 = StateNo = 215 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger7 = StateNo = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 0

;---------------------------------------------------------------------------
;緊急回避前/緊急回避後
[State -1, 緊急回避前/緊急回避後]
Type = ChangeState
Value = Ifelse(var(41)>=120 && EnemyNear(var(58)),Vel X >= 0,700,710)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = Power >= 1000
TriggerAll = Random <= 200 || (1000*Life/LifeMax) <= 300 || Power >= 3000 || EnemyNear(var(58)),Life-Life >= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [120,160)
Trigger1 = Stateno = 310 && AnimElemTime(7) > 0 && AnimElemTime(8) < 0 && MoveContact
Trigger1 = Var(16) := 2 || 1

;Trigger2 = Stateno = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 0 && MoveContact
;Trigger2 = Var(16) := 2 || 1

;弱R.E.D.kick
[State -1, 弱R.E.D.kick]
Type = ChangeState
Value = Ifelse(Random<=350,1410,1800)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125
;TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [5710,5715]
TriggerAll = var(41) >= 120
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 0
Trigger6 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger7 = Stateno = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 0

;強七拾五式·改
[State -1, 強七拾五式·改]
Type = ChangeState
Value = 1210
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125
;TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = FrontedgeBodyDist <= 60
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger6 = Stateno = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 0

;---------------------------------------------------------------------------
;弱R.E.D.kick
[State -1, KOTOTSUKI]
Type = ChangeState
Value = 1800
TriggerAll = var(59) = 1
TriggerAll = var(57) = [1,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 100 && var(41) >= 160
TriggerAll = MoveGuarded
Trigger1 = StateNo = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 0

;---------------------------------------------------------------------------
;弱 弐百拾弐式·琴月　陽
[State -1, KOTOTSUKI]
Type = ChangeState
Value = Ifelse(Random <= 666,Ifelse(Random <= 750,1210,1510),Ifelse(Random%2=0,1415,1410))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = (P2BodyDist X = [-10,15]) || EnemyNear(var(58)),facing = facing && (P2BodyDist X = [-10,40])
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 2
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 310 && AnimElemTime(2) > 0 && AnimElemTime(4) < 0
Trigger6 = StateNo = 215 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger7 = Stateno = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 0

;弱 弐百拾弐式·琴月　陽
[State -1, KOTOTSUKI]
Type = ChangeState
Value = Ifelse(Random%2=0,1415,1410)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X > 40
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 2
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 305 && AnimElemTime(5) > 0 && AnimElemTime(7) < 2
Trigger6 = StateNo = 310 && AnimElemTime(2) > 0 && AnimElemTime(4) < 0
Trigger7 = StateNo = 215 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger8 = Stateno = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 0

;強百壱式·朧車
[State -1, S oboro]
Type = ChangeState
Value = Ifelse(Random%2=0,1415,1410)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = C
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 2
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 2
Trigger6 = StateNo = 310 && AnimElemTime(2) > 0 && AnimElemTime(4) < 0
Trigger7 = Stateno = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 0

;強七拾五式·改
[State -1, S 75]
Type = ChangeState
Value = Ifelse(Random <= 600,1210,Ifelse(Random%2=0,1415,1410))
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 2
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(4) < 2
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(5) < 2
Trigger6 = StateNo = 310 && AnimElemTime(2) > 0 && AnimElemTime(4) < 0
Trigger7 = Stateno = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 0

;強七拾五式·改
[State -1, S 75]
Type = ChangeState
Value = Ifelse(Random%2=0,1415,1410)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit
Trigger1 = StateNo = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 2

;==============================================================================
;崩し
;==============================================================================
[State -1, パターン選択]
Type = varset
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = EnemyNear(var(58)),StateType = C
Trigger1 = StateNo = [200,499]
Trigger1 = Moveguarded = 1
var(43) = 1 + (Random % 3)

[State -1, リセット]
Type = varset
TriggerAll = var(43) != 0
Trigger1 = RoundState != 2
Trigger2 = MoveType = H || StateType = L
Trigger3 = Ctrl
var(43) = 0

;外式・霞焔刈
[State -1, 外式・霞焔刈]
Type = ChangeState
Value = 345
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) >= 17
;TriggerAll = var(43) != 1 || var(43) = 1 && !MoveHit
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 650
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
triggerall = enemynear(var(58)),stateno != [5700,5715]
TriggerAll = P2BodyDist X = [-10,28]
TriggerAll = MoveContact
Trigger1 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 2
Trigger2 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2

;外式·轟斧　陽
[State -1, 外式·轟斧　陽]
Type = ChangeState
Value = 305
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = Moveguarded && var(43) = 1
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0; && (!Movecontact || Movecontact >= 3)
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0; && (!Movecontact || Movecontact >= 3)
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0; && (!Movecontact || Movecontact >= 3)
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0; && (!Movecontact || Movecontact >= 3)
Trigger5 = StateNo = 440 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0; && (!Movecontact || Movecontact >= 3)

;外式·轟斧　陽
[State -1, 外式·轟斧　陽]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-5,15]
TriggerAll = Moveguarded && var(43) = 1
Trigger1 = StateNo = 205 && AnimElemTime(2) > 0 && AnimElemTime(3); < 0 && (!Movecontact || Movecontact >= 3)
Trigger2 = StateNo = 235 && AnimElemTime(3) > 0 && AnimElemTime(4); < 0 && (!Movecontact || Movecontact >= 3)
Trigger3 = StateNo = 400 && AnimElemTime(2) > 0 && AnimElemTime(3); < 0 && (!Movecontact || Movecontact >= 3)

;外式·轟斧　陽
[State -1, 外式·轟斧　陽]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-5,20]
TriggerAll = Moveguarded && var(43) = 1
Trigger1 = StateNo = 205 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0; && (!Movecontact || Movecontact >= 3)
Trigger2 = StateNo = 235 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0; && (!Movecontact || Movecontact >= 3)
Trigger3 = StateNo = 400 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0; && (!Movecontact || Movecontact >= 3)
Trigger4 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(4) < 0; && (!Movecontact || Movecontact >= 3)

;外式·轟斧　陽
[State -1, 外式·轟斧　陽]
Type = ChangeState
Value = Ifelse(Random<=450,305,310)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-5,40]
TriggerAll = Moveguarded && var(43) = 1
Trigger1 = StateNo = 205 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0 && Random <= 100; && (!Movecontact || Movecontact >= 3)
Trigger2 = StateNo = 235 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0 && Random <= 100; && (!Movecontact || Movecontact >= 3)
Trigger3 = StateNo = 400 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0 && Random <= 100; && (!Movecontact || Movecontact >= 3)
Trigger4 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(4) < 0; && (!Movecontact || Movecontact >= 3)

;=============================================================================
;繋ぎ
;=============================================================================
;-----------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X <= 8
Trigger1 = StateNo = 430 && AnimTime = 0
Trigger1 = var(47) >= 3

;八拾八式
[State -1, 八拾八式]
Type = ChangeState
Value = Ifelse(Random%2=0,305,310)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movecontact
Trigger1 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger2 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger3 = StateNo = 400 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0 && Random <= 100
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-10,25]
TriggerAll = Movecontact
Trigger1 = StateNo = 200 && AnimElem = 3,>= 0
Trigger2 = StateNo = 205 && AnimElem = 3,>= 0
Trigger3 = StateNo = 235 && AnimElem = 4,>= 0
Trigger4 = StateNo = 400 && AnimElem = 3,>= 0
Trigger5 = StateNo = 430 && AnimElem = 3,>= 0

;;遠距離立ち弱キック
[State -1, 奈落落]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = Moveguarded
Trigger1 = StateNo = 235 && AnimElem = 3,> 0

;近距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-10,50]
TriggerAll = Moveguarded
Trigger1 = StateNo = 235 && AnimElem = 3,>= 0

;遠距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 230
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [50,60]
TriggerAll = P2BodyDist X > 21
TriggerAll = Movecontact
Trigger1 = StateNo = 200 && AnimElem = 3,>= 0
Trigger2 = StateNo = 205 && AnimElem = 3,>= 0
Trigger3 = StateNo = 235 && AnimElem = 4,>= 0
Trigger4 = StateNo = 400 && AnimElem = 3,>= 0
Trigger5 = StateNo = 430 && AnimElem = 3,>= 0

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-10,20]
TriggerAll = Movehit || Moveguarded && var(43) != 1
Trigger1 = StateNo = 205 && AnimElem = 2,> 0
Trigger2 = StateNo = 235 && AnimElem = 3,> 0
Trigger3 = StateNo = 400 && AnimElem = 2,> 0 && Random <= 300
Trigger4 = StateNo = 430 && AnimElem = 2,> 0
;
;;しゃがみ弱パンチ
[State -1, 5C]
Type = ChangeState
Value = Ifelse(Random%2=0,235,215)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-30,25]
TriggerAll = Movehit
Trigger1 = StateNo = 205 && AnimElem = 2,> 0
Trigger2 = StateNo = 235 && AnimElem = 3,> 0
Trigger3 = StateNo = 400 && AnimElem = 2,> 0
;
;;しゃがみ弱パンチ
[State -1, 5C]
Type = ChangeState
Value = 310
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-15,40]
TriggerAll = Movehit
Trigger1 = StateNo = 205 && AnimElem = 2,> 0
Trigger2 = StateNo = 235 && AnimElem = 3,> 0
Trigger3 = StateNo = 400 && AnimElem = 2,> 0

;;しゃがみ弱パンチ
[State -1, 5C]
Type = ChangeState
Value = 310
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-30,45]
TriggerAll = Movehit
Trigger1 = StateNo = 215 && AnimElem = 2,> 0
;
;;遠距離立ち弱キック
[State -1, 奈落落]
Type = ChangeState
Value = 310
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = Moveguarded && var(43) != 1
Trigger1 = StateNo = 205 && AnimElem = 2,> 0 && Random <= 100
Trigger2 = StateNo = 235 && AnimElem = 3,> 0 && Random <= 100
Trigger3 = StateNo = 400 && AnimElem = 2,> 0 && Random <= 100
Trigger4 = StateNo = 430 && AnimElem = 2,> 0 && Random <= 100

;;遠距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-15,20]
TriggerAll = Movehit || Moveguarded && var(43) != 1
Trigger1 = StateNo = 205 && AnimElem = 2,> 0
Trigger2 = StateNo = 235 && AnimElem = 3,> 0
Trigger3 = StateNo = 400 && AnimElem = 2,> 0
Trigger4 = StateNo = 430 && AnimElem = 2,> 0

;キャンセル轟斧
[State -1, goufu]
Type = ChangeState
Value = 305
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (400 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movecontact
TriggerAll = P2BodyDist X = [-10,25]
Trigger1 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger2 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger3 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0

;キャンセル轟斧
[State -1, S Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (400 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movecontact
TriggerAll = P2BodyDist X = [-5,24]
Trigger1 = StateNo = 205 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger2 = StateNo = 235 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2
Trigger3 = StateNo = 400 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger4 = StateNo = 430 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
;
;キャンセル轟斧
[State -1, 88 3D]
Type = ChangeState
Value = 310
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (400 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movecontact
TriggerAll = P2BodyDist X > 20
Trigger1 = StateNo = 205 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0 && Random <= 100
Trigger2 = StateNo = 235 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2 && Random <= 100

;キャンセル轟斧
[State -1, goufu]
Type = ChangeState
Value = 305
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (400 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit
TriggerAll = EnemyNear(var(58)),facing = facing
TriggerAll = P2BodyDist X = [-10,25]
Trigger1 = StateNo = 205 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0 && Random <= 100
Trigger2 = StateNo = 235 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2 && Random <= 100

;;遠距離立ち弱キック
;;[State -1, 奈落落]
;;Type = ChangeState
;;Value = 215
;;TriggerAll = var(59) = 1
;;TriggerAll = var(57) >= 3
;;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;;TriggerAll = StateType != A
;;TriggerAll = EnemyNear(var(58)),StateType != A
;;TriggerAll = EnemyNear(var(58)),StateType != L
;;TriggerAll = P2BodyDist X = [-15,24]
;;TriggerAll = Moveguarded
;;Trigger1 = StateNo = 315 && AnimElemTime(6) > 0 && AnimElemTime(8) < 2
;
;遠距離立ち弱キック
[State -1, 奈落落]
Type = ChangeState
Value = 1010
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = P2BodyDist X > 30
TriggerAll = Moveguarded
Trigger1 = StateNo = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 2
Trigger2 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2
Trigger3 = StateNo = 345 && AnimElemTime(8) > 0 && AnimElemTime(9) < 2

;遠距離立ち弱キック
[State -1, ··斧]
Type = ChangeState
Value = 305
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-10,20]
TriggerAll = Moveguarded 
Trigger1 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(4) < 2
Trigger2 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2

;==============================================================================
;リーダー超必殺技
;==============================================================================

;==============================================================================
;1ゲージ技
;==============================================================================

;==============================================================================
;MAX2
;==============================================================================
;伍百弐拾四式・神塵
[State -1, KAMUKURA]
type = ChangeState
value = 4000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = (1000*Life/LifeMax) <= 300
TriggerAll = power >= 3000 && var(40) = 0 || power >= 1000 && var(40) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 100 || var(57) >= 6 && p2life <= 436
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = p2bodydist x = [-10,32]
TriggerAll = movehit
Trigger1 = StateNo = 200 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger2 = StateNo = 205 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger4 = StateNo = 235 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger6 = StateNo = 400 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger7 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger8 = StateNo = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 0 && (movecontact = 1 || movereversed = 1)
Trigger9 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0 && (movecontact = 1 || movereversed = 1)
Trigger10 = StateNo = 330 && (movecontact = 1 || movereversed = 1)

;==============================================================================
;超必殺技
;==============================================================================
;------------------------------------------------------------------------------
;SC
;------------------------------------------------------------------------------
;弱／強裏百八式・大蛇薙
[State -1, 弱／強裏百八式・大蛇薙]
type = ChangeState
value = 3010
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = power >= 2000 && var(40) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 50 || var(57) >= 6 && p2life <= 233
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = movehit
Trigger1 = StateNo = 1110 && AnimElemTime(3) >= 0 && AnimElemTime(4) < 0 && movecontact

;最終決戦奥義·無式'96／千九百九拾九式·霧焔
[State -1, 最終決戦奥義·無式'96／千九百九拾九式·霧焔]
type = ChangeState
value = Ifelse(Random%2=0,3100,3800)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = power >= 2000 && var(40) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 50 || var(57) >= 6 && p2life <= 233
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = movehit
Trigger1 = StateNo = 1110 && AnimElemTime(3) >= 0 && AnimElemTime(4) < 0 && movecontact

;==============================================================================
;必殺技
;==============================================================================
;------------------------------------------------------------------------------
;基本コンボ
;------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;強七拾五式·改
[State -1, 強七拾五式·改]
Type = ChangeState
Value = 1210
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = P2BodyDist X = [-10,32]
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0

;弱弐百拾弐式·琴月　陽
[State -1, KOTOTSUKI]
Type = ChangeState
Value = 1400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 0
Trigger6 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0

;強百壱式·朧車
[State -1, 強百壱式·朧車]
Type = ChangeState
Value = 1510
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = (P2BodyDist X = [-10,15]) || EnemyNear(var(58)),facing = facing && (P2BodyDist X = [-10,40])
TriggerAll = Movehit
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0

;百拾四式·荒咬み
;[State -1, 百拾四式·荒咬み]
;Type = ChangeState
;Value = 1410
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= var(57) * 125
;TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = H
;TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;TriggerAll = Movecontact
;Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0
;Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
;Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
;Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
;Trigger5 = StateNo = 440 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0 && Moveguarded
;Trigger6 = StateNo = 250 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0 && Moveguarded
;Trigger7 = StateNo = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 0
;Trigger8 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0

;强百八式·闇払い
[State -1, 强百八式·闇払い]
Type = ChangeState
Value = 1010
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = var(57) < 6 && Movecontact = 1 && Random <= 100 || var(57) >= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),backedgebodydist >= 10 || Movehit
TriggerAll = Moveguarded
Trigger1 = StateNo = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0
Trigger2 = StateNo = 215 && AnimElemTime(2) > 0 && AnimElemTime(3) < 0
Trigger3 = StateNo = 245 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger4 = StateNo = 410 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0
Trigger5 = StateNo = 440 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0 && Moveguarded
Trigger6 = StateNo = 250 && AnimElemTime(5) > 0 && AnimElemTime(6) < 0 && Moveguarded
Trigger7 = StateNo = 305 && AnimElemTime(6) > 0 && AnimElemTime(7) < 0
Trigger8 = StateNo = 310 && AnimElemTime(3) > 0 && AnimElemTime(4) < 0

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;起き攻め
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;---------------------------------------------------------------------------
;起き攻め
;---------------------------------------------------------------------------
[State -1, 起き攻め選択]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 6
TriggerAll = var(44) = 0
TriggerAll = RoundState = 2
TriggerAll = EnemyNear(var(58)),StateType = L && EnemyNear(var(58)),MoveType != A
TriggerAll = !EnemyNear(var(58)),Ctrl
TriggerAll = !(EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693) || EnemyNear(var(58)),AnimTime < -4
Trigger1 = StateType != L && MoveType != H
Trigger1 = P2BodyDist X <= 150
var(44) = 1 + (Random % 8)

[State -1, リセット]
Type = VarSet
TriggerAll = var(44) != 0
Trigger1 = RoundState != 2 || MoveType = H || MoveType = A || StateType = L
Trigger2 = EnemyNear(var(58)),StateNo = [5710,5715]
var(44) = 0

[State -1, リセット]
Type = VarSet
TriggerAll = var(44) != 0
TriggerAll = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = var(44) = 1
Trigger1 = EnemyNear(var(58)),AnimTime = 0
Trigger2 = var(44) = 2
Trigger2 = EnemyNear(var(58)),AnimTime > -6
Trigger2 = !((StateNo = [30,39]) || StateType = A)
Trigger3 = var(44) = 3
Trigger3 = EnemyNear(var(58)),AnimTime > -5
Trigger4 = var(44) = 4
Trigger5 = var(44) = 5
Trigger5 = EnemyNear(var(58)),AnimTime = 0
Trigger6 = var(44) = 6
Trigger6 = EnemyNear(var(58)),AnimTime > -6
Trigger6 = !((StateNo = [30,39]) || StateType = A)
Trigger7 = var(44) = 7
Trigger7 = EnemyNear(var(58)),AnimTime > -5
Trigger8 = var(44) = 8
var(44) = 10

[State -1, めくり起き攻めの番号の変更]
Type = VarSet
TriggerAll = (var(44) = [5,8]) && (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
TriggerAll = EnemyNear(var(58)),Time = 1
Trigger1 = EnemyNear(var(58)),FrontEdgeBodyDist < 20
Trigger2 = EnemyNear(var(58)),BackEdgeBodyDist < 20
var(44) = 1 + (Random % 4)

[State -1, しゃがみ弱キック 下段起き攻め]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(44) = 1 || var(44) = 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-30,40]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime = -1

;バックステップ
[State -1, RUN_BACK 外式·奈落落とし 下段起き攻め]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(44) = 1 || var(44) = 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 20
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime >= -2

[State -1, 近距離立ち外式·奈落落とし 上段起き攻め]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2
TriggerAll = var(44) = 2 || var(44) = [5,6]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
TriggerAll = Vel Y > 0 || EnemyNear(var(58)),AnimTime = -6
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime >= -6
Trigger1 = (var(44) = 2 || var(44) = [5,6]) || var(44) = 11 && Vel Y > 0 && Pos Y > -45-floor(7*Vel Y+(7*(7+1)/2)*Const(movement.yaccel))

[State -1, 近距離立ち斜めジャンプ弱キック 上段起き攻め]
Type = ChangeState
Value = 630
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2
TriggerAll = var(44) = 2 || var(44) = [5,6]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,37+floor(5*(EnemyNear(var(58)),Vel X)+floor(5*Vel X))]
TriggerAll = Vel X != 0 && (Vel Y > 0 || EnemyNear(var(58)),AnimTime = -4) && (Random <= 600 || var(57) >= 9)
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime >= -4
Trigger1 = (var(44) = 2 || var(44) = [5,6]) || var(44) = 11 && Vel Y > 0 && Pos Y > -45-floor(5*Vel Y+(5*(5+1)/2)*Const(movement.yaccel))

[State -1, 近距離立ちジャンプ強パンチ 上段起き攻め]
Type = ChangeState
Value = 610
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2
TriggerAll = var(44) = 2 || var(44) = [5,6]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,41+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
TriggerAll = Vel Y > 0 || EnemyNear(var(58)),AnimTime = -6
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime >= -6
Trigger1 = (var(44) = 2 || var(44) = [5,6]) || var(44) = 11 && Vel Y > 0 && Pos Y > -45-floor(7*Vel Y+(7*(7+1)/2)*Const(movement.yaccel))

[State -1, 近距離立ち外式·奈落落とし 上段起き攻め]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2
TriggerAll = var(44) = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
TriggerAll = fvar(20) = [7,13]
TriggerAll = prevstateno = 30
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)

[State -1, 近距離立ちジャンプ強パンチ 上段起き攻め]
Type = ChangeState
Value = 610
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2
TriggerAll = var(44) = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,41+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
TriggerAll = fvar(20) = [7,13]
TriggerAll = prevstateno = 30
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)

;[State -1, ジャンプ強パンチ 起き攻め]
;Type = ChangeState
;Value = 610
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = var(44) = 2 || var(44) = [5,6]
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = P2BodyDist X = [-30,32+floor(7*(fvar(21))+floor(7*Vel X))]
;TriggerAll = EnemyNear(var(58)),AnimTime = -7 && (fvar(20) = [7,16)) || fvar(20) = [7,11)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;;Trigger1 = EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693
;Trigger1 = EnemyNear(var(58)),AnimTime >= -7

[State -1, バックステップ／中後ジャンプ 起き攻め放棄]
Type = ChangeState
Value = Ifelse(P2BodyDist X > 80,35,105)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(44) = 1 || var(44) = 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X > 20 && (P2BodyDist X = [20,100])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime >= -10

[State -1, 前大ジャンプ めくり起き攻め]
Type = ChangeState
Value = 30
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(44) = 2
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-10,120]
TriggerAll = EnemyNear(var(58)),FrontEdgeBodyDist < 20 || EnemyNear(var(58)),BackEdgeBodyDist < 20
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime = [-26,-24]

[State -1, 小ジャンプ 中段起き攻め]
Type = ChangeState
Value = ifelse((var(41) < 120 || EnemyNear(var(58)),BackEdgeBodyDist <= 20 || EnemyNear(var(58)),FrontEdgeBodyDist <= 20),34,32)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(44) = 2
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-20,60]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime = [-20,-10]

[State -1, 小ジャンプ 中段起き攻め]
Type = ChangeState
Value = 34
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(44) = 2
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-20,120]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime = [-20,-10]

[State -1, バックステップ／ハイジャンプ 起き攻め放棄]
Type = ChangeState
Value = Ifelse(BackEdgeBodyDist <= 20,36,105)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(44) = 3 || var(44) = 7
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),StateType = L && P2BodyDist X <= 80 && !InGuardDist
Trigger1 = !(EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger2 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger2 = EnemyNear(var(58)),AnimTime >= -10

[State -1, 小ジャンプ 中段起き攻め]
Type = ChangeState
Value = ifelse((var(41) < 120 || EnemyNear(var(58)),BackEdgeBodyDist <= 20 || EnemyNear(var(58)),FrontEdgeBodyDist <= 20),34,32)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(44) = 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-20,60]
TriggerAll = EnemyNear(var(58)),FrontEdgeBodyDist >= 20 && EnemyNear(var(58)),BackEdgeBodyDist >= 20
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime = [-20,-10]

[State -1, 小ジャンプ 中段起き攻め]
Type = ChangeState
Value = 34
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(44) = 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-20,100]
TriggerAll = EnemyNear(var(58)),FrontEdgeBodyDist >= 20 && EnemyNear(var(58)),BackEdgeBodyDist >= 20
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime = [-20,-10]

[State -1, 前大ジャンプ めくり起き攻め]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(44) = 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [140,180]
TriggerAll = EnemyNear(var(58)),FrontEdgeBodyDist >= 20 && EnemyNear(var(58)),BackEdgeBodyDist >= 20
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime = [-20,-10]

[State -1, バックステップ／中後ジャンプ 起き攻め放棄]
Type = ChangeState
Value = Ifelse(P2BodyDist X > 60,35,105)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = P2BodyDist X = [-30,100]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),StateType = L
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),Vel X != 0

[State -1, ハイジャンプ 中段起き攻め]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) || var(57) >= 6
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-30,180]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),BackEdgeBodyDist <= 20 || EnemyNear(var(58)),FrontedgeBodyDist <= 20
Trigger1 = EnemyNear(var(58)),StateType = L && Helper(999),fvar(30) > 0
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),Ctrl = 0 && Helper(999),fvar(31) <= -35
Trigger1 =(EnemyNear(var(58)),AnimTime = [-33,-31]) && EnemyNear(var(58)),Vel X = 0
Trigger1 = var(44) := 9 || 1
Trigger2 = EnemyNear(var(58)),BackEdgeBodyDist <= 20 || EnemyNear(var(58)),FrontedgeBodyDist <= 20
Trigger2 = EnemyNear(var(58)),StateType = L && Helper(999),fvar(30) > 0
Trigger2 =(EnemyNear(var(58)),StateNo = [5110,5120)) && EnemyNear(var(58)),Time = [Helper(999),fvar(30)-Helper(999),fvar(31)-32,Helper(999),fvar(30)-Helper(999),fvar(31)-30]
Trigger2 = EnemyNear(var(58)),Ctrl = 0 && (Helper(999),fvar(31) = [-34,-20])
Trigger2 = var(44) := 9 || 1

[State -1, ハイジャンプ エッジを離れる]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) || var(57) >= 6
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist <= 20 || var(42) <= 60
TriggerAll = P2BodyDist X = [-20,100]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),StateType = L && !InGuardDist
Trigger1 = !(EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger2 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger2 = EnemyNear(var(58)),AnimTime < -10

[State -1, バックステップ／中後ジャンプ 起き攻め放棄]
Type = ChangeState
Value = Ifelse(P2BodyDist X > 60,35,105)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) || var(57) >= 6
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = P2BodyDist X = [-30,150]
TriggerAll = EnemyNear(var(58)),Name = "Krizalid" && EnemyNear(var(58)),AuthorName = "TightRiam"
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),StateType = L && !(EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693) && !InGuardDist
Trigger1 = var(44) := 10 || 1
Trigger2 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693) && EnemyNear(var(58)),AnimTime < -10
Trigger2 = var(44) := 10 || 1

;弱百八式·闇払い
[State -1, 弱百八式·闇払い]
Type = ChangeState
Value = 1000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = NumProjID(1000) = 0
TriggerAll = P2BodyDist X >= 160
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])

;強百八式·闇払い
[State -1, 強百八式·闇払い]
Type = ChangeState
Value = 1010
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 800 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = NumProjID(1000) = 0
TriggerAll = P2BodyDist X >= 160
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])

;---------------------------------------------------------------------------
;位置取り
;---------------------------------------------------------------------------
[State -1, ダッシュ 起き攻め位置取り(小足起き攻め用)]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = var(44) = 1 || var(44) = 5
TriggerAll = Random <= var(57) * 125
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!InGuardDist
TriggerAll =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))
TriggerAll = P2BodyDist X >= 20
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
Trigger1 = EnemyNear(var(58)),AnimTime >= -10

;[State -1, 弱弐百拾弐式·琴月　陽 起き攻め位置取り]
;Type = ChangeState
;Value = 1400
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Random <= var(57) * 125
;TriggerAll = RoundState = 2
;TriggerAll = StateType != A
;TriggerAll =!InGuardDist
;TriggerAll =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))
;TriggerAll = P2BodyDist X >= 210
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
;Trigger1 = EnemyNear(var(58)),StateType = L
;Trigger1 = !(EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
;Trigger2 = EnemyNear(var(58)),StateNo = 5622
;Trigger3 = EnemyNear(var(58)),StateNo = [5690,5693)

[State -1, ダッシュ 起き攻め位置取り]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Random <= var(57) * 125
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!InGuardDist
TriggerAll =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))
TriggerAll = P2BodyDist X >= 90
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),StateType = A
Trigger1 = EnemyNear(var(58)),StateNo = [5000,5100]
Trigger2 = EnemyNear(var(58)),StateType = L
Trigger3 = EnemyNear(var(58)),StateNo = 5622
Trigger4 = EnemyNear(var(58)),StateNo = [5690,5693)

;パワー溜め
[State -1, Power Charge]
Type = ChangeState
Value = 760
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) = 0
TriggerAll = var(40) = 0
TriggerAll = Power < PowerMax
TriggerAll = PrevStateNo != [762,763]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [5640,5647]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 150
TriggerAll =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23))) && !InGuardDist && !Helper(30100+ID),InGuardDist
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

;ダッシュ
[State -1, Dash]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = StateNo != 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != A || EnemyNear(var(58)),Facing = Facing
TriggerAll =!InGuardDist; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = P2BodyDist X > 140
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType = I
Trigger2 = P2BodyDist X > 100
Trigger2 = EnemyNear(var(58)),StateType = L
Trigger3 = P2BodyDist X > 140 || EnemyNear(var(58)),Facing = Facing && P2BodyDist X >= 40
Trigger3 = EnemyNear(var(58)),StateType = A
Trigger3 = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
Trigger3 =!EnemyNear(var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
Trigger4 = EnemyNear(var(58)),MoveType != H
Trigger4 = EnemyNear(var(58)),StateType = A
Trigger4 =!EnemyNear(var(58)),Ctrl
Trigger4 = EnemyNear(var(58)),Facing = Facing
Trigger4 = P2BodyDist X >= 40

;ダッシュ
[State -1, Dash]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = P2Dist X > 0
TriggerAll = StateNo != 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll =!InGuardDist; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 =!EnemyNear(var(58)),Ctrl
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = EnemyNear(var(58)),Facing = Facing && P2BodyDist X >= 55
Trigger1 = EnemyNear(var(58)),AnimTime <= -4 && EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateType = A
Trigger2 =!EnemyNear(var(58)),Ctrl
Trigger2 = EnemyNear(var(58)),MoveType = I
Trigger2 = EnemyNear(var(58)),StateNo >= 200
Trigger2 =!InGuardDist && EnemyNear(var(58)),Facing!= Facing && P2BodyDist X >= 55
Trigger2 = EnemyNear(var(58)),AnimTime <= -4 && EnemyNear(var(58)),StateType != A
Trigger3 =!EnemyNear(var(58)),Ctrl
Trigger3 = EnemyNear(var(58)),MoveType = I
Trigger3 = EnemyNear(var(58)),StateNo >= 200
Trigger3 =!InGuardDist && EnemyNear(var(58)),Facing = Facing && P2BodyDist X >= 55
Trigger3 = EnemyNear(var(58)),AnimTime <= -4 && EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateType = A
Trigger4 =!EnemyNear(var(58)),Ctrl
Trigger4 = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H
Trigger4 = (Numtarget(10) && var(6) = 0 || Numtarget(20) || Numtarget(30) && var(6) = 0) && (EnemyNear(var(58)),StateNo = [291,293]) && (EnemyNear(var(58)),Vel Y < 0 || EnemyNear(var(58)),Pos Y < -60 || var(41) < 140 && fvar(19) > 7)
Trigger4 = var(52) = 0 && var(51) < 5

;---------------------------------------------------------------------------
;[State -1, 停止]
;Type = ChangeState
;Value = 0
;Ctrl = 1
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = RoundState = 2
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType = L || EnemyNear(var(58)),StateNo = 5622
;TriggerAll = StateNo != 0
;TriggerAll = StateNo = 21 || StateNo = 22
;Trigger1 = var(44) != 1
;Trigger1 = P2BodyDist X = [44,52]
;Trigger2 = var(44) = 1
;Trigger2 = P2BodyDist X = [20,28]

[State -1, 前進(起き攻め位置取り)]
Type = ChangeState
Value = 21
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L || EnemyNear(var(58)),StateNo = 5622
TriggerAll = Ctrl || StateNo = 22 && Time >= 8
Trigger1 = var(44) != 1 && var(44) != 5
Trigger1 = P2BodyDist X > 52
Trigger2 = var(44) = 1 || var(44) = 5
Trigger2 = P2BodyDist X > 28

[State -1, 後退(起き攻め位置取り)]
Type = ChangeState
Value = 22
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!InGuardDist
TriggerAll = EnemyNear(var(58)),StateType = L || EnemyNear(var(58)),StateNo = 5622
TriggerAll = backedgeBodyDist > 8
TriggerAll = Ctrl || StateNo = 21 && Time >= 8
Trigger1 = var(44) != 1 && var(44) != 5
Trigger1 = P2BodyDist X < 44
Trigger2 = var(44) = 1 || var(44) = 5
Trigger2 = P2BodyDist X < 20

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;アーマーブレイク
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1,バックステップ 投げ外し]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = Random <= var(57) * 125 || var(56) > 9
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 30
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (StateNo = [200,499])
Trigger1 = P2name = "Orochi Eagrose Version" && (P2StateNo = [2100,2101]) || p4name = "Orochi Eagrose Version" && (P2StateNo = [2100,2101]) || P2name = "Orochi-EV" && (P2StateNo = [2100,2101]) || p4name = "Orochi-EV" && (P2StateNo = [2100,2101])
Trigger1 = MoveType = A && StateNo >= 200 || MoveType = I
Trigger1 = !EnemyNear(var(58)),Ctrl
Trigger2 = P2name = "Orochi Eagrose Version" && (P2StateNo = [2300,2301]) || p4name = "Orochi Eagrose Version" && (P2StateNo = [2300,2301]) || P2name = "Orochi-EV" && (P2StateNo = [2300,2301]) || p4name = "Orochi-EV" && (P2StateNo = [2300,2301])
Trigger2 = MoveType = A && StateNo >= 200 || MoveType = I
Trigger2 = !EnemyNear(var(58)),Ctrl

[State -1,バックステップ 投げ外し]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = Random <= var(57) * 125 || var(56) > 9
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 30
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (StateNo = [200,499])
Trigger1 = P2name = "Orochi Eagrose Version" && (P2StateNo = [2100,2101]) || p4name = "Orochi Eagrose Version" && (P2StateNo = [2100,2101]) || P2name = "Orochi-EV" && (P2StateNo = [2100,2101]) || p4name = "Orochi-EV" && (P2StateNo = [2100,2101])
Trigger1 = MoveType = A && StateNo >= 200 || MoveType = I
Trigger1 = !EnemyNear(var(58)),Ctrl
Trigger2 = P2name = "Orochi Eagrose Version" && (P2StateNo = [2300,2301]) || p4name = "Orochi Eagrose Version" && (P2StateNo = [2300,2301]) || P2name = "Orochi-EV" && (P2StateNo = [2300,2301]) || p4name = "Orochi-EV" && (P2StateNo = [2300,2301])
Trigger2 = MoveType = A && StateNo >= 200 || MoveType = I
Trigger2 = !EnemyNear(var(58)),Ctrl

;ガード
[State -1, Guard]
Type = ChangeState
Value = 120
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 5
TriggerAll = StateNo != [120,159]
TriggerAll = Ctrl || StateNo = 0 || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [200,499])
Trigger1 = P2name = "Orochi Eagrose Version" && (P2StateNo = [2000,2099]) || p4name = "Orochi Eagrose Version" && (P2StateNo = [2000,2099]) || P2name = "Orochi-EV" && (P2StateNo = [2000,2099]) || p4name = "Orochi-EV" && (P2StateNo = [2000,2099])
Trigger1 = MoveType = A && StateNo >= 200 || MoveType = I
Trigger1 = !EnemyNear(var(58)),Ctrl
Trigger2 = P2name = "Orochi Eagrose Version" && (P2StateNo = [2200,2299]) || p4name = "Orochi Eagrose Version" && (P2StateNo = [2200,2299]) || P2name = "Orochi-EV" && (P2StateNo = [2200,2299]) || p4name = "Orochi-EV" && (P2StateNo = [2200,2299])
Trigger2 = MoveType = A && StateNo >= 200 || MoveType = I
Trigger2 = !EnemyNear(var(58)),Ctrl
Trigger3 = P2name = "Kyo Clone-10" && P2StateNo = 4300 || p4name = "Kyo Clone-10" && P2StateNo = 4300
Trigger3 = MoveType = A && StateNo >= 200 || MoveType = I
Trigger3 = !EnemyNear(var(58)),Ctrl

[State -1,バックステップ 投げ外し]
Type = ChangeState
Value = 710
TriggerAll = var(59) = 1
TriggerAll = Random <= var(57) * 125 || var(56) > 9
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (StateNo = [200,499])
Trigger1 = P2name = "Oswald" && (P2StateNo = [1500,1599]) || p4name = "Oswald" && (P2StateNo = [1500,1599])
Trigger1 = MoveType = A && StateNo >= 200 || MoveType = I
Trigger1 = !EnemyNear(var(58)),Ctrl
Trigger1 = var(16) := 1
Trigger2 = P2name = "Rozwel" && (P2StateNo = [1500,1599]) || p4name = "Rozwel" && (P2StateNo = [1500,1599])
Trigger2 = MoveType = A && StateNo >= 200 || MoveType = I
Trigger2 = !EnemyNear(var(58)),Ctrl
Trigger2 = var(16) := 1

[State -1, 緊急回避前]
Type = ChangeState
Value = 700
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 8 && Random <= 150 || var(57) >= 8 && Random <= 350
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
;TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = P2BodyDist X < 85
TriggerAll = fvar(19) >= 25
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,102]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),Ctrl
Trigger1 = var(16) := 1 || 1
Trigger2 = EnemyNear(var(58)),MoveType = A
Trigger2 = var(16) := 1 || 1
Trigger3 = EnemyNear(var(58)),MoveType = I
Trigger3 = var(16) := 1 || 1

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;立ち回り、技振り(地上)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;---------------------------------------------------------------------------
;投げ
;---------------------------------------------------------------------------
;K投げ
[State -1, Throw]
Type = ChangeState
Value = 805
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != [30,49]
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = BackEdgeDist <= 120
TriggerAll = P2BodyDist X = [-15,15]
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

;P投げ
[State -1, Throw]
Type = ChangeState
Value = 800
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != [30,49]
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = BackEdgeDist > 120
TriggerAll = P2BodyDist X = [-15,15]
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

[State -1, 投げ]
Type = ChangeState
Value = Ifelse(var(41) < var(42),800,805)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = PrevStateNo != [800,805]
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateType = S || EnemyNear(var(58)),StateType = C
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != [30,49]
TriggerAll = EnemyNear(var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo <= 2000
TriggerAll = EnemyNear(var(58)),Facing != Facing || EnemyNear(var(58)),StateNo = [700,999]
TriggerAll = P2BodyDist X = [-15,15]
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Ifelse(EnemyNear(var(58)),MoveType = I && (EnemyNear(var(58)),StateNo = [700,999]),Random < var(56) * 30,Random < var(56) * 10)

;---------------------------------------------------------------------------
;対空 MoveType = A
;---------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, S ONIYAKI]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = EnemyNear(var(58)),Time >= 50-var(56)*5 || (!Time && var(56) > 7) || life <= var(57)*var(56)*8 || Random <= var(57)*var(56) || var(56) >= 10
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),facing = facing
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = p2bodydist X = [-5,24]
Trigger1 = p2bodydist y = [-45-floor(5*(EnemyNear(var(58)),Vel Y)+(5*(5+1)/2)*fvar(39)),0-floor(5*(EnemyNear(var(58)),Vel Y)+(5*(5+1)/2)*fvar(39))]
Trigger1 = EnemyNear(var(58)),AnimTime <= -15

;EX百式·鬼焼き
[State -1, S ONIYAKI]
Type = ChangeState
Value = 2170
TriggerAll = var(59) = 1
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
Triggerall = Power >= 1000 || var(40) > 0
Triggerall = EnemyNear(var(58)),Life < 130 || Power >= 3000
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 600 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
TriggerAll = P2BodyDist X = [-5, 40]
TriggerAll = P2bodydist Y = [-30,-15]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < Helper(999), var(2)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < Helper(999), var(4)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < Helper(999), var(6)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < Helper(999), var(8)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < Helper(999), var(10)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < Helper(999), var(12)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < Helper(999), var(14)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < Helper(999), var(16)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < Helper(999), var(18)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < Helper(999), var(20)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < Helper(999), var(22)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < Helper(999), var(24)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < Helper(999), var(26)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < Helper(999), var(28)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < Helper(999), var(30)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < Helper(999), var(32)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < Helper(999), var(34)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < Helper(999), var(36)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < Helper(999), var(38)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < Helper(999), var(40)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < Helper(999), var(42)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < Helper(999), var(44)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < Helper(999), var(46)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < Helper(999), var(48)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < Helper(999), var(50)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < Helper(999), var(52)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < Helper(999), var(54)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < Helper(999), var(56)

;強百式·鬼焼き
;[State -1, S ONIYAKI]
;Type = ChangeState
;Value = 1110
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
;TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
;triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -1,0.5,1) || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 600
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType = A
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = EnemyNear(var(58)),Facing != Facing
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
;TriggerAll = P2Dist X > 0 + ((fvar(21) * Ifelse(TeamSide = 1,6,5)) * fvar(1) * fvar(4))
;TriggerAll = P2BodyDist X = [-5 + ((fvar(21) * Ifelse(TeamSide = 1,6,5)) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * Ifelse(TeamSide = 1,6,5)) * fvar(1) * fvar(4))]
;TriggerAll = P2bodydist Y = [-40-floor(Ifelse(TeamSide = 1,6,5)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,6,5)*(Ifelse(TeamSide = 1,6,5)+1)/2)*fvar(39)),0-floor(Ifelse(TeamSide = 1,6,5)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,6,5)*(Ifelse(TeamSide = 1,6,5)+1)/2)*fvar(39))]
;Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 6)
;Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 6)
;Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 6)
;Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 6)
;Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 6)
;Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 6)
;Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 6)
;Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 6)
;Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 6)
;Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 6)
;Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 6)
;Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 6)
;Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 6)
;Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 6)
;Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 6)
;Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 6)
;Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 6)
;Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 6)
;Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 6)
;Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 6)
;Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 6)
;Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 6)
;Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 6)
;Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 6)
;Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 6)
;Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 6)
;Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 6)
;Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 6)
;
;;強百式·鬼焼き
;[State -1, S ONIYAKI]
;Type = ChangeState
;Value = 1110
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
;TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
;triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -1,0.5,1) || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 600
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType = A
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = EnemyNear(var(58)),Facing != Facing
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
;TriggerAll = P2Dist X > 0 + ((fvar(21) * Ifelse(TeamSide = 1,10,9)) * fvar(1) * fvar(4))
;TriggerAll = P2BodyDist X = [-5 + ((fvar(21) * Ifelse(TeamSide = 1,10,9)) * fvar(1) * fvar(4)) ,50 + ((fvar(21) * Ifelse(TeamSide = 1,10,9)) * fvar(1) * fvar(4))]
;TriggerAll = P2bodydist Y = [-70-floor(Ifelse(TeamSide = 1,10,9)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,10,9)*(Ifelse(TeamSide = 1,10,9)+1)/2)*fvar(39)),0-floor(Ifelse(TeamSide = 1,10,9)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,10,9)*(Ifelse(TeamSide = 1,10,9)+1)/2)*fvar(39))]
;Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 10)
;Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 10)
;Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 10)
;Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 10)
;Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 10)
;Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 10)
;Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 10)
;Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 10)
;Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 10)
;Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 10)
;Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 10)
;Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 10)
;Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 10)
;Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 10)
;Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 10)
;Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 10)
;Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 10)
;Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 10)
;Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 10)
;Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 10)
;Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 10)
;Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 10)
;Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 10)
;Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 10)
;Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 10)
;Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 10)
;Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 10)
;Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 10)

;弱独楽屠り
;[State -1, L RED]
;Type = ChangeState
;Value = 1800
;TriggerAll = var(59) = 1
;;TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),Vel X > 0
;TriggerAll = EnemyNear(var(58)),Vel Y < 2
;TriggerAll = EnemyNear(var(58)),StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = EnemyNear(var(58)),Facing != Facing
;TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > Ifelse(var(57) = 7,140,110)
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
;Trigger1 = P2BodyDist X = [-10+17*fvar(21),140+17*fvar(21)]
;Trigger1 = P2bodydist Y = [-100-floor(17*(EnemyNear(var(58)),Vel Y)+(17*(17+1)/2)*fvar(39)),0-floor(17*(EnemyNear(var(58)),Vel Y)+(17*(17+1)/2)*fvar(39))]

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 600 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X < 39 && P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)),45 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
TriggerAll = P2bodydist Y = [-30-floor(3*(EnemyNear(var(58)),Vel Y)+(3*(3+1)/2)*fvar(39)),0-floor(3*(EnemyNear(var(58)),Vel Y)+(3*(3+1)/2)*fvar(39))]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 2)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 2)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 2)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 2)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 2)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 2)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 2)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 2)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 2)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 2)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 2)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 2)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 2)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 2)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 2)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 2)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 2)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 2)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 2)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 2)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 2)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 2)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 2)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 2)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 2)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 2)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 2)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 2)

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 600 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X < 39 && P2BodyDist X = [-10 + ((fvar(21) * 6) * fvar(1) * fvar(4)),50 + ((fvar(21) * 6) * fvar(1) * fvar(4))]
TriggerAll = P2bodydist Y = [-66-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39)),-20-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39))]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 5)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 5)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 5)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 5)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 5)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 5)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 5)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 5)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 5)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 5)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 5)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 5)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 5)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 5)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 5)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 5)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 5)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 5)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 5)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 5)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 5)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 5)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 5)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 5)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 5)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 5)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 5)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 5)

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
Type = ChangeState
Value = 410
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 400 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 5) * fvar(1) * fvar(4)) ,35 + ((fvar(21) * 5) * fvar(1) * fvar(4))]
TriggerAll = P2BodyDist Y = [-45-floor(5*(EnemyNear(var(58)),Vel Y)+(5*(5+1)/2)*fvar(39)),0-floor(5*(EnemyNear(var(58)),Vel Y)+(5*(5+1)/2)*fvar(39))]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 4)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 4)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 4)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 4)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 4)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 4)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 4)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 4)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 4)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 4)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 4)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 4)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 4)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 4)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 4)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 4)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 4)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 4)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 4)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 4)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 4)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 4)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 4)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 4)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 4)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 4)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 4)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 4)

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
Type = ChangeState
Value = 410
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 400 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 8) * fvar(1) * fvar(4)) ,33 + ((fvar(21) * 8) * fvar(1) * fvar(4))]
TriggerAll = P2BodyDist Y = [-70-floor(8*(EnemyNear(var(58)),Vel Y)+(8*(8+1)/2)*fvar(39)),-10-floor(8*(EnemyNear(var(58)),Vel Y)+(8*(8+1)/2)*fvar(39))]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 8)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 8)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 8)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 8)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 8)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 8)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 8)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 8)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 8)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 8)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 8)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 8)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 8)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 8)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 8)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 8)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 8)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 8)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 8)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 8)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 8)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 8)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 8)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 8)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 8)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 8)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 8)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 8)

;近距離立ち弱パンチ
[State -1, Stand Light Punch]
Type = ChangeState
Value = ifelse(P2BodyDist X < 20,205,200)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 400 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,48 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
TriggerAll = P2bodydist Y = [-50-floor(3*(EnemyNear(var(58)),Vel Y)+(3*(3+1)/2)*fvar(39)),0-floor(3*(EnemyNear(var(58)),Vel Y)+(3*(3+1)/2)*fvar(39))]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 2)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 2)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 2)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 2)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 2)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 2)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 2)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 2)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 2)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 2)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 2)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 2)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 2)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 2)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 2)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 2)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 2)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 2)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 2)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 2)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 2)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 2)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 2)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 2)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 2)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 2)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 2)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 2)

;---------------------------------------------------------------------------
;対空
;---------------------------------------------------------------------------
;EX百式·鬼焼き
[State -1, S ONIYAKI]
Type = ChangeState
Value = 2170
TriggerAll = var(59) = 1
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
Triggerall = Power >= 1000 || var(40) > 0
Triggerall = EnemyNear(var(58)),Life < 130 || Power >= 3000
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -1,0.5,1) || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H || Helper(40000),var(1) = 0 && EnemyNear(var(58)),StateNo = [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [30,40]) || (StateNo = [100,101]) || StateNo = 752 || (stateno = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-5, 40]
Trigger1 = P2bodydist Y = [-30,-15]

;強百式·鬼焼き
[State -1, S ONIYAKI]
Type = ChangeState
Value = 1110
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -1,0.5,1) || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H || Helper(40000),var(1) = 0 && EnemyNear(var(58)),StateNo = [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [30,40]) || (StateNo = [100,101]) || StateNo = 752 || (stateno = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-5 + ((fvar(21) * Ifelse(TeamSide = 1,6,5)) * fvar(1) * fvar(4)) ,40 + ((fvar(21) * Ifelse(TeamSide = 1,6,5)) * fvar(1) * fvar(4))]
Trigger1 = P2bodydist Y = [-40-floor(Ifelse(TeamSide = 1,6,5)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,6,5)*(Ifelse(TeamSide = 1,6,5)+1)/2)*fvar(39)),-15-floor(Ifelse(TeamSide = 1,6,5)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,6,5)*(Ifelse(TeamSide = 1,6,5)+1)/2)*fvar(39))]
Trigger2 = P2BodyDist X = [-5 + ((fvar(21) * Ifelse(TeamSide = 1,10,9)) * fvar(1) * fvar(4)) ,50 + ((fvar(21) * Ifelse(TeamSide = 1,10,9)) * fvar(1) * fvar(4))]
Trigger2 = P2bodydist Y = [-70-floor(Ifelse(TeamSide = 1,10,9)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,10,9)*(Ifelse(TeamSide = 1,10,9)+1)/2)*fvar(39)),-30-floor(Ifelse(TeamSide = 1,10,9)*(EnemyNear(var(58)),Vel Y)+(Ifelse(TeamSide = 1,10,9)*(Ifelse(TeamSide = 1,10,9)+1)/2)*fvar(39))]

;弱独楽屠り
[State -1, L RED]
Type = ChangeState
Value = 1800
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),Vel Y < 2
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H || Helper(40000),var(1) = 0 && EnemyNear(var(58)),StateNo = [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > Ifelse(var(57) = 7,140,110)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [30,40]) || (StateNo = [100,101]) || StateNo = 752 || (stateno = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 17) * fvar(1) * fvar(4)),140 + ((fvar(21) * 17) * fvar(1) * fvar(4))]
Trigger1 = P2bodydist Y = [-100-floor(17*(EnemyNear(var(58)),Vel Y)+(17*(17+1)/2)*fvar(39)),0-floor(17*(EnemyNear(var(58)),Vel Y)+(17*(17+1)/2)*fvar(39))]

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 600 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H || Helper(40000),var(1) = 0 && EnemyNear(var(58)),StateNo = [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 752 || (stateno = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X < 39 && P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,45 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
Trigger1 = P2bodydist Y = [-35-floor(3*(EnemyNear(var(58)),Vel Y)+(3*(3+1)/2)*fvar(39)),0-floor(3*(EnemyNear(var(58)),Vel Y)+(3*(3+1)/2)*fvar(39))]
Trigger2 = P2BodyDist X < 39 && P2BodyDist X = [-10 + ((fvar(21) * 6) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 6) * fvar(1) * fvar(4))]
Trigger2 = P2bodydist Y = [-75-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39)),-25-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39))]

;远距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 210
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 600 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H || Helper(40000),var(1) = 0 && EnemyNear(var(58)),StateNo = [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 752 || (stateno = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X >= 39 && P2BodyDist X = [-10 + ((fvar(21) * 9) * fvar(1) * fvar(4)) ,55 + ((fvar(21) * 9) * fvar(1) * fvar(4))]
Trigger1 = P2bodydist Y = [-35-floor(9*(EnemyNear(var(58)),Vel Y)+(9*(9+1)/2)*fvar(39)),0-floor(9*(EnemyNear(var(58)),Vel Y)+(9*(9+1)/2)*fvar(39))]

;遠距離立ち弱キック
[State -1, 遠距離立ち弱キック]
Type = ChangeState
Value = 230
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 600 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H || Helper(40000),var(1) = 0 && EnemyNear(var(58)),StateNo = [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 752 || (stateno = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X > 21 && P2BodyDist X = [-10 + ((fvar(21) * 6) * fvar(1) * fvar(4)) ,70 + ((fvar(21) * 6) * fvar(1) * fvar(4))]
Trigger1 = P2bodydist Y = [-30-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39)),0-floor(6*(EnemyNear(var(58)),Vel Y)+(6*(6+1)/2)*fvar(39))]

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
Type = ChangeState
Value = 410
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 400 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H || Helper(40000),var(1) = 0 && EnemyNear(var(58)),StateNo = [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 752 || (stateno = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 5) * fvar(1) * fvar(4)) ,36 + ((fvar(21) * 5) * fvar(1) * fvar(4))]
Trigger1 = P2BodyDist Y = [-45-floor(5*(EnemyNear(var(58)),Vel Y)+(5*(5+1)/2)*fvar(39)),0-floor(5*(EnemyNear(var(58)),Vel Y)+(5*(5+1)/2)*fvar(39))]
Trigger2 = P2BodyDist X = [-10 + ((fvar(21) * 8) * fvar(1) * fvar(4)) ,32 + ((fvar(21) * 8) * fvar(1) * fvar(4))]
Trigger2 = P2BodyDist Y = [-70-floor(8*(EnemyNear(var(58)),Vel Y)+(8*(8+1)/2)*fvar(39)),-10-floor(8*(EnemyNear(var(58)),Vel Y)+(8*(8+1)/2)*fvar(39))]

;近距離立ち弱パンチ／遠距離立ち弱パンチ
[State -1, Stand Light Punch]
Type = ChangeState
Value = ifelse(P2BodyDist X < 20,205,200)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = var(57) < 8 && Random <= 50 * Ifelse(EnemyNear(var(58)),Vel Y < -1,0.5,1) || var(57) >= 8 && (Random <= 400 || var(57) >= 9)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H || Helper(4000),var(1) = 0 && EnemyNear,StateNo = [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = 752 || (stateno = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,48 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
Trigger1 = P2bodydist Y = [-50-floor(3*(EnemyNear(var(58)),Vel Y)+(3*(3+1)/2)*fvar(39)),0-floor(3*(EnemyNear(var(58)),Vel Y)+(3*(3+1)/2)*fvar(39))]

;[State -1, 垂直小ジャンプ 空対空]
;Type = ChangeState
;Value = 39
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
;TriggerAll = Random <= ((var(57) * 12.5) * var(56))
;TriggerAll = var(57) < 8 && Random <= 150 || var(57) >= 8 && Random <= 250
;TriggerAll = StateType != A
;TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23))
;TriggerAll = EnemyNear(var(58)),Vel X > 0
;TriggerAll = EnemyNear(var(58)),Vel Y < 0
;TriggerAll = EnemyNear(var(58)),StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = A
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = EnemyNear(var(58)),Facing != Facing
;TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,102]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X - fvar(21) * fvar(1) * fvar(4) * 10 = [-20-(FrontEdgeDist<=20)*10,35]
;Trigger1 = P2bodydist Y = [-50-floor(10*(EnemyNear(var(58)),Vel Y)+(10*(10+1)/2)*fvar(39)),40-floor(10*(EnemyNear(var(58)),Vel Y)+(10*(10+1)/2)*fvar(39))]

[State -1, 後小ジャンプ 空対空]
Type = ChangeState
Value = 33
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = Random <= 400
TriggerAll = StateType != A
TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23))
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist && BackEdgeBodyDist > 40
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [100,160]
Trigger1 = fvar(21) <= 4
Trigger2 = P2BodyDist X = [140,180]
Trigger2 = fvar(21) <= 6

[State -1, 後中ジャンプ 空対空]
Type = ChangeState
Value = 35
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = Random <= 400
TriggerAll = StateType != A
TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23))
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist && BackEdgeBodyDist > 40
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [60,120]
Trigger1 = fvar(21) <= 4
Trigger2 = P2BodyDist X = [100,160]
Trigger2 = fvar(21) <= 6

[State -1, 後大ジャンプ]
Type = ChangeState
Value = 37
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9
TriggerAll = Random <= ((var(57) * 12.5) * var(56))
TriggerAll = var(57) < 8 && Random <= 150 || var(57) >= 8 && Random <= 250
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,102]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-28 + ((fvar(21) * 12) * fvar(1) * fvar(4)) ,28 + ((fvar(21) * 12) * fvar(1) * fvar(4))]
Trigger1 = P2bodydist Y = [-100-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(39)),-60-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(39))]

;---------------------------------------------------------------------------
;下段
;---------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I && (EnemyNear(var(58)),StateNo != [120,159]) || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250) && (EnemyNear(var(58)),StateNo != [150,155])
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X < 30 && P2BodyDist X = [-10+floor(fvar(1)*fvar(4)*(3*(EnemyNear(var(58)),Vel X))),30+floor(fvar(1)*fvar(4)*(3*(EnemyNear(var(58)),Vel X)))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 200 && ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;近距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I && var(57) < 7 || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250) && (var(52) > 0 || (EnemyNear(var(58)),StateNo = [150,155]) && var(47) > 4 && var(47) < 6)
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X < 22
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 4) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 4) * fvar(1) * fvar(4))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 200 && ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;近距離立ち弱パンチ
[State -1, Stand Light Punch]
Type = ChangeState
Value = 205
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I && (EnemyNear(var(58)),StateNo != [120,159]) || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250) && (EnemyNear(var(58)),StateNo != [150,155])
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = P2BodyDist X < 20
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 200 && ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;近距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I && (EnemyNear(var(58)),StateNo != [120,159]) || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250) && (EnemyNear(var(58)),StateNo != [150,155])
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = P2BodyDist X < 22
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 4) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 4) * fvar(1) * fvar(4))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 200 && ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
Type = ChangeState
Value = 200
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I && (EnemyNear(var(58)),StateNo != [120,159]) || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250) && (EnemyNear(var(58)),StateNo != [150,155])
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X >= 20
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,45 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 200 && ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I && (EnemyNear(var(58)),StateNo != [120,159]) || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250) && (EnemyNear(var(58)),StateNo != [150,155])
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,30 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 200 && ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I && (EnemyNear(var(58)),StateNo != [120,159]) || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250) && (EnemyNear(var(58)),StateNo != [150,155])
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)),ifelse((StateNo = [100,101]) && Vel X != 0,40 + ((fvar(21) * 3) * fvar(1) * fvar(4)),30 + ((fvar(21) * 3) * fvar(1) * fvar(4)))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 200 && ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;しゃがみ強パンチ
[State -1, しゃがみ強パンチ]
Type = ChangeState
Value = 410
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250)
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X = [-10,40]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 250
Trigger1 = Ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;近距離立ち強キック
[State -1, 近距離立ち強キック]
Type = ChangeState
Value = 245
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250)
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X = [-10,24]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 100
Trigger1 = Ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;しゃがみ強キック
[State -1, しゃがみ強キック]
Type = ChangeState
Value = 440
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250)
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X = [50,80]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 50
Trigger1 = Ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;八拾八式
[State -1, 八拾八式]
Type = ChangeState
Value = 310
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250)
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = P2BodyDist X = [-10 + ((fvar(21) * 3) * fvar(1) * fvar(4)) ,50 + ((fvar(21) * 3) * fvar(1) * fvar(4))]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 50
Trigger1 = Ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;八拾八式
;[State -1, 八拾八式]
;Type = ChangeState
;Value = 310
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = I || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250)
;TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
;TriggerAll = P2BodyDist X = [40+floor(fvar(1)*fvar(4)*(3*(EnemyNear(var(58)),Vel X))),68+floor(fvar(1)*fvar(4)*(3*(EnemyNear(var(58)),Vel X)))]
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = var(41) >= 236
;Trigger1 = Random <= 50
;Trigger1 = Ifelse(EnemyNear(var(58)),StateType = S,1,Random <= 250)

;---------------------------------------------------------------------------
;中段
;---------------------------------------------------------------------------
;[State -1, 小ジャンプ 飛び込み]
;Type = ChangeState
;Value = Ifelse(EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel X < 0,34,Ifelse((var(41) < 120 || EnemyNear(var(58)),BackEdgeBodyDist <= 20 || EnemyNear(var(58)),FrontedgeBodyDist <= 20),34,32))
;TriggerAll = var(59) = 1
;TriggerAll = var(26) < (Ifelse(Life < (LifemaX * 0.3) ,3 ,6))
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
;TriggerAll = Ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 150,Random <= 1000/var(56),Random <= 500/var(56)) || var(57) >= 9
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),Vel X < 2
;TriggerAll = EnemyNear(var(58)),StateNo < 2000 || EnemyNear(var(58)),MoveType = I
;TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),StateType = C
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),StateType = C || EnemyNear(var(58)),Facing = Facing
;Trigger1 =(Abs(EnemyNear(var(58)),Pos X - Pos X) = [90,175]) || var(41) < 120
;Trigger1 = Random < 500 || var(57) >= 9

;しゃがみ弱パンチ
[State -1, しゃがみ弱パンチ]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Ifelse(power >= 2000,1,Random <= 400)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250)
TriggerAll =!InGuardDist
TriggerAll = p2bodydist x = [-5,30]
TriggerAll = Ctrl || (StateNo = [20,22]) || StateNo = 52 || (StateNo = [100,101]) || StateNo = 1115 || StateNo = 1801 || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = Random <= 150 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)
Trigger2 = TeamMode = simul
Trigger2 = NumPartner
Trigger2 = Partner,Alive
Trigger2 = Partner,MoveType = A
Trigger2 = Random <= 200 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)

;バックステップ
[State -1, Back Step]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 14
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 100
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = NumTarget(5635) && BackEdgeBodyDist < 10 && fvar(38) = 1
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;バックステップ
[State -1, Back Step]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 14
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 100
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = NumTarget(5635) && BackEdgeBodyDist < 10 && fvar(38) = 1
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

[State -1, 前中ジャンプ or 前小ジャンプ(中段)]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = !EnemyNear(var(58)),Ctrl
TriggerAll = var(42) < 55 && fvar(38) = 1; || var(41) < 55;BackEdgeBodyDist < 20 || FrontedgeBodyDist < 20
TriggerAll = P2BodyDist x < 30
TriggerAll = !InGuardDist
TriggerAll = StateNo = [52,53]
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = var(47) > 10

[State -1, 小ジャンプ 飛び込み]
Type = ChangeState
Value = Ifelse(EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel X < 0,34,Ifelse((var(41) < 120 || EnemyNear(var(58)),BackEdgeBodyDist <= 20 || EnemyNear(var(58)),FrontedgeBodyDist <= 20),34,32))
TriggerAll = var(59) = 1
;TriggerAll = var(26) < (Ifelse(Life < (LifemaX * 0.3) ,3 ,6))
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 150,Random <= 1000/var(56),Random <= 500/var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),Vel X < 2
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || EnemyNear(var(58)),MoveType = I
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || EnemyNear(var(58)),StateType = C
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),StateType = C || EnemyNear(var(58)),Facing = Facing && fvar(3) > 0
Trigger1 =(Abs(EnemyNear(var(58)),Pos X - Pos X) = [90,170]) || var(41) < 120
Trigger1 = Random < 500 || var(57) >= 9

[State -1, 中ジャンプ 飛び込み]
Type = ChangeState
Value = 34
TriggerAll = var(59) = 1
;TriggerAll = var(26) < (Ifelse(Life < (LifemaX * 0.3) ,3 ,6))
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 190,Random <= 1000/var(56),Random <= 750/var(56)) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),Vel X < 2
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || EnemyNear(var(58)),MoveType = I
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || Abs(EnemyNear(var(58)),Pos X - Pos X) > 200 && !Enemy,NumProj && var(57) < 7
TriggerAll =!Helper(25000+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [170,210]
Trigger1 = EnemyNear(var(58)),MoveType = I || Abs(EnemyNear(var(58)),Pos X - Pos X) > 190 && var(57) < 7
Trigger1 = ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) > 190,Random < 500,Random < 250)
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [170,210]
Trigger2 = Enemy,NumProj
Trigger2 = EnemyNear(var(58)),Facing != Facing && fvar(3) > 0
Trigger2 = Random < 250 || var(57) >= 9

[State -1, 大ジャンプ 飛び込み]
Type = ChangeState
Value = 36
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 500/var(56) || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || EnemyNear(var(58)),MoveType = I
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist || Abs(EnemyNear(var(58)),Pos X - Pos X) > 200 && !Enemy,NumProj && var(57) < 7
TriggerAll =!Helper(25000+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 =(!var(51) || var(51) = 5) && (Abs(EnemyNear(var(58)),Pos X - Pos X) = [180,210]) || Abs(EnemyNear(var(58)),Pos X - Pos X) = [225,270]
Trigger1 =!EnemyNear(var(58)),Ctrl && EnemyNear(var(58)),StateNo >= 1000 || EnemyNear(var(58)),StateType = A || fvar(32) <= 0 || var(52) > 0
Trigger1 = EnemyNear(var(58)),MoveType = I || Abs(EnemyNear(var(58)),Pos X - Pos X) > 210
Trigger1 = Random < 500 || var(57) >= 9
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) > 225
Trigger2 = Enemy,NumProj
Trigger2 = EnemyNear(var(58)),Facing != Facing
Trigger2 = Random < 250 || var(57) >= 9

;外式·轟斧　陽
[State -1, GOUHU]
Type = ChangeState
Value = 300
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52)!= [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250)
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist
TriggerAll = P2BodyDist X = [-10,40]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || (var(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = TeamMode = simul
Trigger1 = NumPartner
Trigger1 = Partner,Alive
Trigger1 = Partner,MoveType = A
Trigger1 = Random <= 200 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)

[State -1, 前小ジャンプ(中段)]
Type = ChangeState
Value = Ifelse((var(41) < 120 || EnemyNear(var(58)),BackEdgeBodyDist <= 20 || EnemyNear(var(58)),FrontedgeBodyDist <= 20),34,32)
TriggerAll = var(59) = 1
;TriggerAll = var(26) < (Ifelse(Life < (LifemaX * 0.3) ,3 ,6))
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 150 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250)
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist
TriggerAll = P2BodyDist X = [25,70]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = var(52) > 0 || EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),StateNo = [150,155]) && var(47) > 15
Trigger1 = var(33) = 0 || var(33) > 0 && (var(57) < 7 || P2BodyDist X > 80)
Trigger2 = var(47) > 15
Trigger2 = EnemyNear(var(58)),MoveType = H && (EnemyNear(var(58)),StateNo = [120,159])
Trigger3 =!EnemyNear(var(58)),Ctrl
Trigger3 = EnemyNear(var(58)),Vel X <= 0
Trigger3 = EnemyNear(var(58)),MoveType = I
Trigger3 = EnemyNear(var(58)),StateNo >= 700
Trigger3 = EnemyNear(var(58)),AnimTime < -18
Trigger3 = EnemyNear(var(58)),Facing != Facing && fvar(3) > 0
Trigger4 = TeamMode = simul
Trigger4 = NumPartner
Trigger4 = Partner,Alive
Trigger4 = Partner,MoveType = A
Trigger4 = Random <= 200 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)

[State -1, 前中ジャンプ(中段)]
Type = ChangeState
Value = 34
TriggerAll = var(59) = 1
;TriggerAll = var(26) < (Ifelse(Life < (LifemaX * 0.3) ,3 ,6))
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [5,6]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 150 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = I || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250)
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist
TriggerAll = P2BodyDist X = [70,125]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = var(52) > 0 || EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),StateNo = [150,155]) && var(47) > 15
Trigger1 = var(33) = 0 || var(33) > 0 && (var(57) < 7 || P2BodyDist X > 80)
Trigger2 = var(47) > 15
Trigger2 = EnemyNear(var(58)),MoveType = H && (EnemyNear(var(58)),StateNo = [120,159])
Trigger3 =!EnemyNear(var(58)),Ctrl
Trigger3 = EnemyNear(var(58)),Vel X <= 0
Trigger3 = EnemyNear(var(58)),MoveType = I
Trigger3 = EnemyNear(var(58)),StateNo >= 700
Trigger3 = EnemyNear(var(58)),AnimTime < -18
Trigger3 = EnemyNear(var(58)),Facing != Facing && fvar(3) > 0
Trigger4 = TeamMode = simul
Trigger4 = NumPartner
Trigger4 = Partner,Alive
Trigger4 = Partner,MoveType = A
Trigger4 = Random <= 200 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)

;[State -1, 前中ジャンプ(中段)]
;Type = ChangeState
;Value = 34
;TriggerAll = var(59) = 1
;TriggerAll = var(26) < (Ifelse(Life < (LifemaX * 0.3) ,3 ,6))
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(52) != [5,6]
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType = I || ((EnemyNear(var(58)),StateNo = [120,159]) && Random <= 250)
;TriggerAll =!InGuardDist
;TriggerAll = P2BodyDist X = [80,125]
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = Random <= 150 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)
;Trigger1 = var(33) = 0 || var(33) > 0 && (var(57) < 7 || P2BodyDist X > 80)
;Trigger2 = Random <= 150 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)
;Trigger2 = var(47) > 12 && (EnemyNear(var(58)),StateNo = [120,159])
;Trigger3 = Random <= 150 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)
;Trigger3 =!EnemyNear(var(58)),Ctrl
;Trigger3 = EnemyNear(var(58)),Vel X <= 0
;Trigger3 = EnemyNear(var(58)),MoveType = I
;Trigger3 = EnemyNear(var(58)),StateNo >= 700
;Trigger3 = EnemyNear(var(58)),AnimTime < -18
;Trigger4 = TeamMode = simul
;Trigger4 = NumPartner
;Trigger4 = Partner,Alive
;Trigger4 = Partner,MoveType = A
;Trigger4 = Random <= 200 && Ifelse(EnemyNear(var(58)),StateType = C,1,Random <= 250)

;GROUND FIRE X
;[State -1, GROUND FIRE]
;Type = ChangeState
;Value = 1000
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(52) != [5,6]
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = NumProjID(1000) != 0
;TriggerAll = TeamMode = simul
;TriggerAll = NumPartner
;TriggerAll = Partner,Alive
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll =!InGuardDist
;Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

;---------------------------------------------------------------------------
;外式·奈落落　隅に追撃確認
;---------------------------------------------------------------------------
[State -1, VarSet]
Type = VarSet
TriggerAll = var(59)
Trigger1 = RoundState != 2
Trigger2 = EnemyNear(var(58)),Ctrl
Trigger3 = EnemyNear(var(58)),MoveType != H
Trigger4 = EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L
fvar(38) = 0

[State -1, VarSet]
Type = VarSet
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
Trigger1 = NumTarget(5635) && fvar(3) < 0
fvar(38) = 1

;---------------------------------------------------------------------------
;上段
;---------------------------------------------------------------------------
;バックステップ
[State -1, Back Step]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 14
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 100
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = NumTarget(5635) && BackEdgeBodyDist < 10 && fvar(38) = 1
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

[State -1, 前中ジャンプ or 前小ジャンプ(中段)]
Type = ChangeState
Value = ifelse((var(41) < 100 || NumTarget(5635) && fvar(38) = 2 || var(52) = 1 && FrontEdgeBodyDist < 80 || var(57) >= 7),34,32)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 15
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 110 || var(41) < 120 || var(52) = 1 && FrontedgeBodyDist < 140
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = NumTarget(5635) && BackEdgeBodyDist < 10 && fvar(38) = 2
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]
Trigger1 = fvar(38):= 0 || 1

[State -1, 前中ジャンプ or 前小ジャンプ(中段)]
Type = ChangeState
Value = ifelse((var(41) < 100 || var(52) = 1 && FrontEdgeBodyDist < 80 || Abs(EnemyNear(var(58)),Pos X - Pos X) > 80),34,32)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) = [16,Ifelse(NumTarget(5635),18,17)]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < Ifelse(NumTarget(5635),70,110) || var(41) < 120 || var(52) = 1 && FrontedgeBodyDist < 140
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist && (NumTarget(5635) || EnemyNear(var(58)),StateNo = 5700)
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

[State -1, 前中ジャンプ or 前小ジャンプ(中段)]
Type = ChangeState
Value = ifelse((var(41) < 100 || var(52) = 1 && FrontEdgeBodyDist < 80),34,32)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) = [17,18]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll =(ProjContact1000 = 0) || var(41) < 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 70 || var(41) < 120 || var(52) = 1 && FrontEdgeBodyDist < 140
TriggerAll =!InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;外式·奈落落とし
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) = 7
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < Ifelse(NumTarget(5635),90,130) || var(41) < 120 || var(52) = 1 && FrontEdgeBodyDist < 140
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;ダッシュ
[State -1, RUN]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 4
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateNo != 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 50 || var(57) >= 7 && Abs(EnemyNear(var(58)),Pos X - Pos X) <= 110
TriggerAll =!InGuardDist; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X > 20
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;ダッシュ
[State -1, RUN]
Type = ChangeState
Value = 21
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 4
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateNo != 21
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 50 || var(57) >= 7 && Abs(EnemyNear(var(58)),Pos X - Pos X) <= 110
TriggerAll =!InGuardDist; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X <= 20
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(41) <= 100 && var(47) > 2
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 500 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(57) < 8,10,Ifelse(var(47) > 3,0,5))]) || var(57) < 7 && (P2BodyDist X = [-10,20])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(41) <= 100 && var(47) > 2
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(57) < 8,10,Ifelse(var(47) > 3,0,5))]) || var(57) < 7 && (P2BodyDist X = [-10,20])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;近距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 3
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(47) > 4,0,Ifelse(var(57) < 8,5,0))]) || var(57) < 7 && (P2BodyDist X = [-10,20])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 2
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(57) < 8,10,Ifelse(var(47) > 3,0,5))]) || var(57) < 7 && (P2BodyDist X = [-10,20])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 2
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(57) < 8,10,Ifelse(var(47) > 3,0,5))]) || var(57) < 7 && (P2BodyDist X = [-10,20])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 2
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(57) < 8,20,Ifelse(var(47) > 3,0,5))]) || (var(47) = 3 || var(57) < 8) && (P2BodyDist X = [-10,30])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 2 && var(47) < 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,20]) || (var(47) = 3 || var(57) < 8) && (P2BodyDist X = [-10,30])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

[State -1, MAX伍百弐拾四式·神塵 タッグ 後ろへ投げ]
Type = ChangeState
Value = 4000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll =(var(52) || var(57) >= 6) && var(47) < 3
TriggerAll = var(52) < 5
TriggerAll = var(17) = 0 && var(53) = 0
TriggerAll = (Power >= 3000 && var(40) = 0 || Power >= 1000 && var(40) > 0) && (1000*Life/LifeMax) <= 300
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 62
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;バックステップ
[State -1, Back Step]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll =(var(52) || var(57) >= 6) && var(47) < 3
TriggerAll = var(52) < 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 100 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 70
TriggerAll = BackEdgeBodyDist >= 40 && var(42) >= 120
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]

;バックステップ
[State -1, Back Step]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 14
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 100
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = NumTarget(5635) && BackEdgeBodyDist < 10 && fvar(38) = 1
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

[State -1, 前中ジャンプ or 前小ジャンプ(中段)]
Type = ChangeState
Value = Ifelse((var(41) < 100 || NumTarget(5635) && fvar(38) = 2 || var(52) = 1 && FrontedgeBodyDist < 80 || var(57) >= 7),34,32)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 15
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 110 || var(41) < 120 || var(52) = 1 && FrontedgeBodyDist < 140
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = NumTarget(5635) && BackEdgeBodyDist < 10 && fvar(38) = 2
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]
Trigger1 = fvar(38):= 0 || 1

[State -1, 前中ジャンプ or 前小ジャンプ(中段)]
Type = ChangeState
Value = Ifelse((var(41) < 100 || var(52) = 1 && FrontedgeBodyDist < 80 || Abs(EnemyNear(var(58)),Pos X - Pos X) > 80),34,32)
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 15
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < Ifelse(NumTarget(5635),70,110) || var(41) < 120 || var(52) = 1 && FrontedgeBodyDist < 140
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

[State -1, 前中ジャンプ or 前小ジャンプ(中段)]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = !EnemyNear(var(58)),Ctrl
TriggerAll = BackEdgeBodyDist < 20; || FrontedgeBodyDist < 20
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 70
TriggerAll = !InGuardDist
TriggerAll = StateNo = [52,53]
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = var(47) > 10

;外式·奈落落とし
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) = 7
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < Ifelse(NumTarget(5635),90,130) || var(41) < 120 || var(52) = 1 && FrontEdgeBodyDist < 140
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

;ダッシュ
[State -1, RUN]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 4
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateNo != 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 50 || var(57) >= 7 && Abs(EnemyNear(var(58)),Pos X - Pos X) <= 110
TriggerAll =!InGuardDist; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X > 20
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

;ダッシュ
[State -1, RUN]
Type = ChangeState
Value = 21
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 4
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateNo != 21
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) > 50 || var(57) >= 7 && Abs(EnemyNear(var(58)),Pos X - Pos X) <= 110
TriggerAll =!InGuardDist; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X <= 20
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

;ダッシュ
;[State -1, RUN]
;Type = ChangeState
;Value = Ifelse(P2BodyDist X >= 45,100,21)
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
;TriggerAll = StateNo != 100
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),NumProj = 0
;TriggerAll = !PlayerIdEXist(Helper(35000),var(23)) || abs(PlayerId(Helper(35000),var(23)),pos X - pos X) > 80
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = EnemyNear(var(58)),StateNo = [200,4999]
;Trigger1 = EnemyNear(var(58)),StateType != L
;Trigger1 = !InGuardDist || EnemyNear(var(58)),Facing = Facing
;Trigger1 = EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),MoveType = I
;Trigger1 = EnemyNear(var(58)),AnimTime < -6
;Trigger1 = P2BodyDist X > 0
;Trigger2 = EnemyNear(var(58)),StateNo = 5700
;Trigger2 = P2BodyDist X > 0
;Trigger3 = !InGuardDist
;Trigger3 = EnemyNear(var(58)),MoveType = H
;Trigger3 = EnemyNear(var(58)),StateNo >= 5000 || EnemyNear(var(58)),StateNo = [150,159]
;Trigger3 = var(47) >= 6
;Trigger3 = P2BodyDist X > 0

;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(41) <= 100 && var(47) > 2
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(57) < 8,10,Ifelse(var(47) > 3,0,5))]) || var(57) < 7 && (P2BodyDist X = [-10,20])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

;近距離立ち弱キック
[State -1, Stand Light Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 4
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(47) > 5,0,Ifelse(var(57) < 8,5,0))]) || var(57) < 7 && (P2BodyDist X = [-10,20])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

;しゃがみ弱キック
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 2
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(57) < 8,10,Ifelse(var(47) > 3,0,5))]) || var(57) < 7 && (P2BodyDist X = [-10,20])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 2
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(57) < 8,10,Ifelse(var(47) > 3,0,5))]) || var(57) < 7 && (P2BodyDist X = [-10,20])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 2
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,Ifelse(var(57) < 8,20,Ifelse(var(47) > 3,0,5))]) || (var(47) = 3 || var(57) < 8) && (P2BodyDist X = [-10,30])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(47) > 2 && var(47) < 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll =(P2BodyDist X = [-10,20]) || (var(47) = 3 || var(57) < 8) && (P2BodyDist X = [-10,30])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

[State -1, 後中ジャンプ フェイント]
Type = ChangeState
Value = 35
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll =!var(52)
TriggerAll = var(42) > 100 || BackEdgeBodyDist > 20
TriggerAll =(var(52) || var(57) >= 6) && var(47) < 5
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= ((20 + (var(57) * 10)) * var(56))
TriggerAll = Random <= 100 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 110
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,159]

;しゃがみ弱パンチ
[State -1, しゃがみ弱パンチ]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-5,20]

;近距離立ち弱パンチ
[State -1, 近距離立ち弱パンチ]
Type = ChangeState
Value = 205
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-5,20]

;近距離立ち強パンチ
[State -1, 近距離立ち強パンチ]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10,24]

;Standing Close Weak Kick
[State -1, Standing Close Weak Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!InGuardDist && EnemyNear(var(58)),Facing != Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10,20]

;Standing Weak punch
[State -1, Standing Weak punch]
Type = ChangeState
Value = 200
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!InGuardDist && EnemyNear(var(58)),Facing != Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [40,70]

;Standing Weak Kick
[State -1, Standing Weak Kick]
Type = ChangeState
Value = 230
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!InGuardDist && EnemyNear(var(58)),Facing != Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [30,65]

;Standing Close Weak Kick
[State -1, Standing Close Weak Kick]
Type = ChangeState
Value = 235
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 50
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!InGuardDist && EnemyNear(var(58)),Facing != Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10,24]

;Standing Hard punch
[State -1, Standing Hard punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 50
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!InGuardDist && EnemyNear(var(58)),Facing != Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [30,60]

;Standing Close Hard Kick
[State -1, Standing Close Hard Kick]
Type = ChangeState
Value = 245
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 50
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!InGuardDist && EnemyNear(var(58)),Facing != Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-10,24]

;Standing Hard Kick
[State -1, Standing Hard Kick]
Type = ChangeState
Value = 240
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 50
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = S
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!InGuardDist && EnemyNear(var(58)),Facing != Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [50,80]

;Standing CD
[State -1, Blowback Attack Ground]
Type = ChangeState
Value = 250
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,6]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 50
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!InGuardDist && EnemyNear(var(58)),Facing != Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [60,90]

;==============================================================================
;ジャンプ攻撃·ガードクラッシュからの繋ぎ
;==============================================================================
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 215
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = P2BodyDist X = [-5,24]
TriggerAll = P2BodyDist X <= 39
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = var(47) >= 3
Trigger1 = EnemyNear(var(58)),StateNo != [120,159]
Trigger2 = EnemyNear(var(58)),StateNo = 5700

;しゃがみ弱パンチ
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 400
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = var(47) = 4
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = P2BodyDist X = [-10,28]
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1

;八拾八式
[State -1, 八拾八式]
Type = ChangeState
Value = 310
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5040,5049]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = var(47) = 3
Trigger1 = P2BodyDist X = [-15,52]
Trigger2 = var(47) > 2
Trigger2 = EnemyNear(var(58)),Facing = Facing
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [30,85]
Trigger3 = var(47) = 3
Trigger3 = EnemyNear(var(58)),Facing != Facing
Trigger3 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [60,85]

;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = statetype != A
;TriggerAll = NumProjID(1000) = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X >= 140
trigger1 = Random <= 10

;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = statetype != A
TriggerAll = NumProjID(1000) = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = var(57) >= 6
trigger1 = P2BodyDist X >= 160
trigger1 = Random <= 10

;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 250
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = statetype != A
TriggerAll = NumProjID(1000) = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = var(57) >= 6
trigger1 = P2BodyDist X >= 200
trigger1 = Random <= 10

;---------------------------------------------------------------------------
;その他牽制
;---------------------------------------------------------------------------
;弱百八式·闇払い
[State -1, L YAMIBARAI]
Type = ChangeState
Value = 1000
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = NumProjID(1000) = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!(EnemyNear(var(58)),Name = "Krizalid" && EnemyNear(var(58)),AuthorName = "TightRiam")
TriggerAll =!(EnemyNear(var(58)),Name = "Adelheid Lees" && EnemyNear(var(58)),AuthorName = "Jin, Jerzy")
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X >= 190
Trigger1 = (EnemyNear(var(58)),Ctrl || EnemyNear(var(58)),StateNo <= 22)
Trigger1 = !inguarddist
Trigger1 = (Random < 50 && var(25) != -1 || Random < 5)

Trigger2 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
trigger2 = p2bodydist X >= 200
trigger2 = (Random < 100 && var(25) != -1 || Random < 10)

trigger3 = var(57) >= 6
trigger3 = var(1) = 1 || var(1) = 2
trigger3 = p2bodydist X >= 125
trigger3 = random <= 600

trigger4 = var(57) >= 6
trigger4 = stateno = 210 && AnimElemTime(5) > 0 && AnimElemTime(6) < 2
trigger4 = p2bodydist X >= 120

trigger5 = var(57) >= 6
trigger5 = stateno = 250 && AnimElemTime(5) > 0 && AnimElemTime(6) < 2
trigger5 = p2bodydist X >= 120

;強百八式·闇払い
[State -1, S YAMIBARAI]
Type = ChangeState
Value = 1010
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = StateType != A
TriggerAll = NumProjID(1000) = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!(EnemyNear(var(58)),Name = "Krizalid" && EnemyNear(var(58)),AuthorName = "TightRiam")
TriggerAll =!(EnemyNear(var(58)),Name = "Adelheid Lees" && EnemyNear(var(58)),AuthorName = "Jin, Jerzy")
TriggerAll =!InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X >= 200
Trigger1 = (Random < 20 && var(25) != -1 || Random < 2)

;弱独楽屠り
[State -1, 弱R.E.D.kick]
Type = ChangeState
Value = 1800
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 50 || var(57) >= 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!Enemy,NumProj && !InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [80,125]

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;立ち回り、技振り(空中)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;fvar(20)= 敵は硬直している - 2bトリックフレームの数 + 空中アウトフレーム数 - 1（エラー値）
;------------------------------------------------------------------------------------
;地面
;------------------------------------------------------------------------------------
;[State -1, 外式·奈落落とし]
;Type = ChangeState
;Value = 320
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = P2Dist X > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = (fvar(20) = [7,22]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [7,9])
;;TriggerAll = P2bodydist Y - Vel Y * 7 - const(Movement.yaccel) * 7 * (7 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,25,45)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(7*(fvar(21))+floor(7*Vel X))]
;Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(7*(fvar(21))+floor(7*Vel X))]
;Trigger2 =!EnemyNear(var(58)),Ctrl
;Trigger2 = EnemyNear(var(58)),StateNo >= 200
;Trigger2 = EnemyNear(var(58)),AnimTime <= -7
;Trigger2 = EnemyNear(var(58)),Facing != Facing
;Trigger2 = EnemyNear(var(58)),StateType = S
;
;;外式·奈落落とし
;;[State -1, NARAKU]
;;Type = ChangeState
;;Value = 320
;;TriggerAll = var(59) = 1
;;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;;TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
;;TriggerAll = Helper(35000),fvar(2) = 0
;;TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
;;TriggerAll = Random <= (200 + (var(57) * 100))
;;TriggerAll = StateType = A
;;TriggerAll = EnemyNear(var(58)),StateType != L
;;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;;TriggerAll = EnemyNear(var(58)),Facing = Facing && EnemyNear(var(58)),Vel X > 0 || P2Dist X > 0
;;TriggerAll = Ctrl || (StateNo = [120,149])
;;Trigger1 = (fvar(20) = [7,22]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [7,9])
;;Trigger1 = P2BodyDist X - floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X)) = [-22-(FrontEdgeDist<=20)*10,ifelse(Vel X > 0,Ceil(40+Vel X),40)]
;;Trigger1 = EnemyNear(var(58)),StateType != A
;;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;[State -1, ジャンプ強パンチ]
;Type = ChangeState
;Value = 610
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = P2Dist X > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = (fvar(20) = [7,15]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [7,10])
;;TriggerAll = P2bodydist Y - Vel Y * 7 - const(Movement.yaccel) * 7 * (7 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,25,45)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,32+floor(7*(fvar(21))+floor(7*Vel X))]
;Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,32+floor(7*(fvar(21))+floor(7*Vel X))]
;Trigger2 =!EnemyNear(var(58)),Ctrl
;Trigger2 = EnemyNear(var(58)),StateNo >= 200
;Trigger2 = EnemyNear(var(58)),AnimTime <= -7
;Trigger2 = EnemyNear(var(58)),Facing != Facing
;Trigger2 = EnemyNear(var(58)),StateType = S
;
;;外式·奈落落とし
;[State -1, 外式·奈落落とし]
;Type = ChangeState
;Value = 320
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = P2Dist X > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = (fvar(20) = [7,19]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [7,13])
;;TriggerAll = P2bodydist Y - Vel Y * 7 - const(Movement.yaccel) * 7 * (7 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,25,45)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(7*(fvar(21))+floor(7*Vel X))]
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;;ジャンプ強パンチ Vel X = 0
;[State -1, ジャンプ強パンチ]
;Type = ChangeState
;Value = 610
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = P2Dist X > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = (fvar(20) = [7,15]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [7,10])
;;TriggerAll = P2bodydist Y - Vel Y * 7 - const(Movement.yaccel) * 7 * (7 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,25,45)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;;Trigger1 = Vel Y > -1
;Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,32+floor(7*(fvar(21))+floor(7*Vel X))]
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;;ジャンプ強キック Vel X = 0
;[State -1, ジャンプ強キック]
;Type = ChangeState
;Value = 640
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 600 || var(57) >= 9
;;TriggerAll = P2Dist X > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = Vel X = 0 && var(4) = 0
;TriggerAll = (fvar(20) = [8,16]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [8,11])
;;TriggerAll = P2bodydist Y - Vel Y * 8 - const(Movement.yaccel) * 8 * (8 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,30,50)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [-28-(FrontEdgeDist<=20)*10,45+floor(8*(fvar(21))+floor(8*Vel X))]
;Trigger2 = P2BodyDist X = [-28-(FrontEdgeDist<=20)*10,45+floor(8*(fvar(21))+floor(8*Vel X))]
;Trigger2 =!EnemyNear(var(58)),Ctrl
;Trigger2 = EnemyNear(var(58)),StateNo >= 200
;Trigger2 = EnemyNear(var(58)),AnimTime <= -8
;Trigger2 = EnemyNear(var(58)),Facing != Facing
;Trigger2 = EnemyNear(var(58)),StateType = S
;
;;ジャンプ強キック Vel X != 0
;[State -1, ジャンプ強キック]
;Type = ChangeState
;Value = 640
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = P2Dist X > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = Vel X != 0 || var(4) = 1
;TriggerAll = (fvar(20) = [10,18]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [10,13])
;;TriggerAll = P2bodydist Y - Vel Y * 10 - const(Movement.yaccel) * 10 * (10 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,15,50)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [-15+floor(10*(fvar(21))+floor(10*Vel X)),55+floor(10*(fvar(21))+floor(10*Vel X))]
;Trigger1 =!EnemyNear(var(58)),Ctrl
;Trigger1 = EnemyNear(var(58)),StateNo >= 200
;Trigger1 = EnemyNear(var(58)),AnimTime <= -10
;Trigger1 = EnemyNear(var(58)),Facing != Facing
;Trigger1 = EnemyNear(var(58)),StateType = S
;
;;外式·奈落落とし
;[State -1, 外式·奈落落とし]
;Type = ChangeState
;Value = 320
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = P2Dist X > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = (fvar(20) = [7,19]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [7,13])
;;TriggerAll = P2bodydist Y - Vel Y * 7 - const(Movement.yaccel) * 7 * (7 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,25,45)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(7*(fvar(21))+floor(7*Vel X))]
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;;ジャンプ強キック Vel X = 0
;[State -1, ジャンプ強キック]
;Type = ChangeState
;Value = 640
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 150
;TriggerAll = P2Dist X > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = Vel X = 0 && var(4) = 0
;TriggerAll = (fvar(20) = [8,16]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [8,11])
;;TriggerAll = P2bodydist Y - Vel Y * 8 - const(Movement.yaccel) * 8 * (8 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,30,50)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [-28-(FrontEdgeDist<=20)*10,45+floor(8*(fvar(21))+floor(8*Vel X))]
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;;ジャンプ強キック Vel X != 0
;[State -1, ジャンプ強キック]
;Type = ChangeState
;Value = 640
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 150
;TriggerAll = P2Dist X > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = Vel X != 0 || var(4) = 1
;TriggerAll = (fvar(20) = [10,18]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [10,13])
;;TriggerAll = P2bodydist Y - Vel Y * 10 - const(Movement.yaccel) * 10 * (10 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,15,50)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [-15+floor(10*(fvar(21))+floor(10*Vel X)),55+floor(10*(fvar(21))+floor(10*Vel X))]
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;;ジャンプ弱キック
;[State -1, ジャンプ弱キック]
;Type = ChangeState
;Value = 630
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = Vel X != 0 || var(4) = 1
;TriggerAll = fvar(20) = [6,10]
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = FrontEdgeDist <= 20; && Vel Y > 0
;Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,28+floor(6*(fvar(21))+floor(6*Vel X))]
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;;外式·奈落落とし
;[State -1, 外式·奈落落とし]
;Type = ChangeState
;Value = 320
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = (fvar(20) = [7,19]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [7,11])
;;TriggerAll = P2bodydist Y - Vel Y * 7 - const(Movement.yaccel) * 7 * (7 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,25,45)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = FrontEdgeDist <= 20; && Vel Y > 0
;Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(7*(fvar(21))+floor(7*Vel X))]
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;;ジャンプ強キック
;;[State -1, ジャンプ強キック]
;;Type = ChangeState
;;Value = 640
;;TriggerAll = var(59) = 1
;;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;;TriggerAll = Helper(35000),fvar(2) = 0
;;TriggerAll = !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
;;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;;TriggerAll = Random <= (200 + (var(57) * 100))
;;TriggerAll = Random <= 600 || var(57) >= 9
;;TriggerAll = P2Dist X > 0
;;TriggerAll = StateType = A
;;TriggerAll = EnemyNear(var(58)),StateType != A
;;TriggerAll = EnemyNear(var(58)),StateType != L
;;TriggerAll = EnemyNear(var(58)),MoveType != H
;;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;;TriggerAll = Vel X != 0 && var(4) = 0
;;TriggerAll = (fvar(20) = [10,18]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [10,13])
;;;TriggerAll = P2bodydist Y - Vel Y * 10 - const(Movement.yaccel) * 10 * (10 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,15,50)
;;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;;Trigger1 = FrontEdgeDist <= 20; && Vel Y > 0
;;Trigger1 = P2BodyDist X = [-15-(var(41)<=60)*10,55+floor(10*(fvar(21))+floor(10*Vel X))]
;;Trigger1 = EnemyNear(var(58)),StateType != A
;;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;;ジャンプ強キック
;;[State -1, ジャンプ強キック]
;;Type = ChangeState
;;Value = 640
;;TriggerAll = var(59) = 1
;;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;;TriggerAll = Helper(35000),fvar(2) = 0
;;TriggerAll = !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
;;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;;TriggerAll = Random <= (200 + (var(57) * 100))
;;TriggerAll = Random <= 600 || var(57) >= 9
;;TriggerAll = P2Dist X > 0
;;TriggerAll = StateType = A
;;TriggerAll = EnemyNear(var(58)),StateType != A
;;TriggerAll = EnemyNear(var(58)),StateType != L
;;TriggerAll = EnemyNear(var(58)),MoveType != H
;;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;;TriggerAll = Vel X != 0 || var(4) = 1
;;TriggerAll = (fvar(20) = [10,18]) && EnemyNear(var(58)),MoveType = A && InGuardDist || (fvar(20) = [10,13])
;;;TriggerAll = P2bodydist Y - Vel Y * 10 - const(Movement.yaccel) * 10 * (10 + 1) / 2 <= Ifelse(EnemyNear(var(58)),StateType = C,15,50)
;;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;;Trigger1 = FrontEdgeDist <= 20; && Vel Y > 0
;;Trigger1 = P2BodyDist X = [-15-(var(41)<=60)*10,55+floor(10*(fvar(21))+floor(10*Vel X))]
;;Trigger1 = EnemyNear(var(58)),StateType != A
;;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;;空中ふっとばし攻撃
;[State -1, 空中ふっとばし攻撃]
;Type = ChangeState
;Value = 650
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 600 || var(57) >= 9
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = fvar(20) = [18,20]
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = Vel X > 0
;Trigger1 = P2BodyDist X = [5+floor(18*(fvar(21))+floor(18*Vel X)),35+floor(18*(fvar(21))+floor(18*Vel X))]
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;
;;ジャンプ強キック
;[State -1, ジャンプ強キック]
;Type = ChangeState
;Value = 640
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateType != L && !(EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X > 65 && EnemyNear(var(58)),Vel X < 0 && EnemyNear(var(58)),Facing != Facing
;Trigger1 = fvar(20) = [10,11.5]
;
;;ジャンプ強キック
;[State -1, ジャンプ強キック]
;Type = ChangeState
;Value = 320
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = Helper(35000),fvar(2) = 0
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),MoveType != H
;TriggerAll = EnemyNear(var(58)),StateType != L && !(EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = fvar(20) = [7,8.5]

;[State -1, NARAKU]
;Type = ChangeState
;Value = 320
;;TriggerAll = var(59) = 1
;;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;;TriggerAll = var(12) = 0
;;TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
;;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = P2Dist X > 0
;TriggerAll = StateType = A
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = Ctrl || (StateNo = [120,149])
;Trigger1 = Vel Y > -1 && Pos Y > -45-floor(7*Vel Y+(7*(7+1)/2)*Const(movement.yaccel))
;Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;Trigger2 = var(4) = 1 && Time >= 7 && Pos Y > -45-floor(7*Vel Y+(7*(7+1)/2)*Const(movement.yaccel))
;Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
;Trigger2 = EnemyNear(var(58)),StateType != A
;Trigger2 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

;外式·奈落落とし
;[State -1, NARAKU]
;Type = ChangeState
;value = 320
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
;triggerall = statetype = A
;triggerall = Vel X > 0
;triggerall = p2dist X < 0+floor(7*vel X)
;TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
;TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
;triggerall = enemynear(var(58)),BackEdgeBodyDist >= 20
;triggerall = fvar(20) = [7,23)
;triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693) && enemynear(var(58)),animtime = 0
;trigger1 = ctrl || (stateno = [120,149])

;外式·奈落落とし
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing = Facing && EnemyNear(var(58)),Vel X > 0 || P2Dist X > 0
TriggerAll = EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300 && var(51) = 0 && (var(41) < 160 || var(57) > 6)
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (fvar(20) = [7,8]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X = [-21-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

;ジャンプ強キック
[State -1, ジャンプ強キック]
Type = ChangeState
Value = 640
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Helper(35000),fvar(2) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = !(EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll =!Enemy,NumProj
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist x > 65 && EnemyNear(var(58)),Vel x < 0 && EnemyNear(var(58)),Facing != Facing
Trigger1 = fvar(20) = [9.5,10.5]

;ジャンプ強キック
[State -1, ジャンプ強キック]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Helper(35000),fvar(2) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = !(EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693)
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll =!Enemy,NumProj
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = fvar(20) = [7,8]

;外式·奈落落とし
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Vel Y > ifelse(EnemyNear(var(58)),StateType = S,-2,0)
TriggerAll = Vel X > 0 || BackEdgeBodyDist < 5
TriggerAll = P2Dist X > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 90
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y < ifelse(EnemyNear(var(58)),StateType = S,80,40) || Vel Y > 10
Trigger1 = Ctrl || (StateNo = [120,149])

;外式·奈落落とし
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = P2Dist X > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = Vel X != 0
Trigger1 = (fvar(20) = [7,14.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger2 = Vel X != 0
Trigger2 = (fvar(20) = [7,14.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger2 =!EnemyNear(var(58)),Ctrl
Trigger2 = EnemyNear(var(58)),StateNo >= 200
Trigger2 = EnemyNear(var(58)),AnimTime <= -7
Trigger2 = EnemyNear(var(58)),Facing != Facing
Trigger2 = EnemyNear(var(58)),StateType = S

Trigger2 = Vel X = 0
Trigger2 = (fvar(20) = [7,9.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger3 = Vel X = 0
Trigger3 = (fvar(20) = [7,9.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger3 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger3 =!EnemyNear(var(58)),Ctrl
Trigger3 = EnemyNear(var(58)),StateNo >= 200
Trigger3 = EnemyNear(var(58)),AnimTime <= -7
Trigger3 = EnemyNear(var(58)),Facing != Facing
Trigger3 = EnemyNear(var(58)),StateType = S

;ジャンプ強パンチ
[State -1, ジャンプ強パンチ]
Type = ChangeState
Value = 610
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = P2Dist X > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Vel X != 0 || var(4) = 1
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (fvar(20) = [7,9]) || (fvar(20) = [7,13)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X = [-15-(FrontEdgeDist<=20)*10,41+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger2 = (fvar(20) = [7,9]) || (fvar(20) = [7,13)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger2 = P2BodyDist X = [-15-(FrontEdgeDist<=20)*10,41+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger2 =!EnemyNear(var(58)),Ctrl
Trigger2 = EnemyNear(var(58)),StateNo >= 200
Trigger2 = EnemyNear(var(58)),AnimTime <= -7
Trigger2 = EnemyNear(var(58)),Facing != Facing
Trigger2 = EnemyNear(var(58)),StateType = S

;外式·奈落落とし
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = fvar(3) < 0
TriggerAll = Vel X < 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = Vel X != 0
Trigger1 = (fvar(20) = [7,14.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

Trigger2 = Vel X = 0
Trigger2 = (fvar(20) = [7,9.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger2 = EnemyNear(var(58)),StateType != A
Trigger2 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

;外式·奈落落とし
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = P2Dist X > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = Vel X != 0
Trigger1 = (fvar(20) = [7,14.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

Trigger2 = Vel X = 0
Trigger2 = (fvar(20) = [7,9.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger2 = EnemyNear(var(58)),StateType != A
Trigger2 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

;外式·奈落落とし
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing = Facing && EnemyNear(var(58)),Vel X > 0 || P2Dist X > 0
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = Vel X != 0
Trigger1 = (fvar(20) = [7,14.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X - floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X)) = [-22-(FrontEdgeDist<=20)*10,ifelse(Vel X > 0,Ceil(36+Vel X),36)]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

Trigger2 = Vel X = 0
Trigger2 = (fvar(20) = [7,9.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger2 = P2BodyDist X - floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X)) = [-22-(FrontEdgeDist<=20)*10,ifelse(Vel X > 0,Ceil(36+Vel X),36)]
Trigger2 = EnemyNear(var(58)),StateType != A
Trigger2 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

;外式·奈落落とし
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = Vel X != 0
Trigger1 = FrontEdgeDist <= 20 && ((fvar(20) = [7,14.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist)
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

Trigger2 = Vel X = 0
Trigger2 = FrontEdgeDist <= 20 && ((fvar(20) = [7,9.5]) || (fvar(20) = [7,23)) && EnemyNear(var(58)),MoveType = A && InGuardDist)
Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger2 = EnemyNear(var(58)),StateType != A
Trigger2 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

;ジャンプ強パンチ
[State -1, Jump Strong Punch]
Type = ChangeState
Value = 610
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = P2Dist X > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (fvar(20) = [7,9]) || (fvar(20) = [7,13)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,41+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
Trigger2 = (fvar(20) = [7,9]) || (fvar(20) = [7,13)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,41+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger2 = EnemyNear(var(58)),StateType != A
Trigger2 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

;ジャンプ強パンチ
[State -1, Jump Strong Punch]
Type = ChangeState
Value = 610
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = FrontEdgeDist <= 20 && ((fvar(20) = [7,9]) || (fvar(20) = [7,13)) && EnemyNear(var(58)),MoveType = A && InGuardDist)
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,41+floor(7*(EnemyNear(var(58)),Vel X)+floor(7*Vel X))]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

;斜めジャンプ弱キック
[State -1, Jump Light Kick]
Type = ChangeState
Value = 630
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = P2Dist X > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Vel X != 0 || var(4) = 1
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (fvar(20) = [5,7]) || (fvar(20) = [5,11)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,37+floor(5*(EnemyNear(var(58)),Vel X)+floor(5*Vel X))]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
Trigger2 = (fvar(20) = [5,7]) || (fvar(20) = [5,11)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,37+floor(5*(EnemyNear(var(58)),Vel X)+floor(5*Vel X))]
Trigger2 = EnemyNear(var(58)),StateType != A
Trigger2 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

;垂直ジャンプ強キック
[State -1, Jump Strong Kick]
Type = ChangeState
Value = 640
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = P2Dist X > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = !(Vel X != 0 || var(4) = 1)
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (fvar(20) = [12,14]) || (fvar(20) = [12,18)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,44+floor(12*(EnemyNear(var(58)),Vel X)+floor(12*Vel X))]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
Trigger2 = (fvar(20) = [12,14]) || (fvar(20) = [12,18)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,44+floor(12*(EnemyNear(var(58)),Vel X)+floor(12*Vel X))]
Trigger2 = EnemyNear(var(58)),StateType != A
Trigger2 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

;斜めジャンプ強キック
[State -1, Jump Strong Kick]
Type = ChangeState
Value = 640
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = P2Dist X > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Vel X != 0 || var(4) = 1
TriggerAll = Ctrl || (StateNo = [120,149])
Trigger1 = (fvar(20) = [8,10]) || (fvar(20) = [8,14)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger1 = P2BodyDist X = [-10-(FrontEdgeDist<=20)*10,69+floor(8*(EnemyNear(var(58)),Vel X)+floor(8*Vel X))]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
Trigger2 = (fvar(20) = [8,10]) || (fvar(20) = [8,14)) && EnemyNear(var(58)),MoveType = A && InGuardDist
Trigger2 = P2BodyDist X = [-10-(FrontEdgeDist<=20)*10,69+floor(8*(EnemyNear(var(58)),Vel X)+floor(8*Vel X))]
Trigger2 = EnemyNear(var(58)),StateType != A
Trigger2 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
Trigger3 = EnemyNear(var(58)),StateType != A
Trigger3 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
Trigger3 = EnemyNear(var(58)),Facing != Facing && (Abs(EnemyNear(var(58)),Pos X - Pos X) > 90 || Vel Y > 0)
Trigger3 = Vel X < 0 && (Abs(EnemyNear(var(58)),Pos X - Pos X) < 110 || Vel X + EnemyNear(var(58)),Vel X > 0 || Abs(EnemyNear(var(58)),Pos X - Pos X) < 150 && Vel Y > 0)
Trigger3 = var(4) = 1 && !(Helper(35000),fvar(2) != 0 && Helper(35000),fvar(5) = 2 || Helper(35000),fvar(2) = 2) && var(42) >= 120 && BackEdgeBodyDist >= 20

;空中ふっとばし攻撃
[State -1, 空中ふっとばし攻撃]
Type = ChangeState
Value = 650
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(51) > 0 || !(EnemyNear(var(58)),StateNo = 5715 && EnemyNear(var(58)),Anim = 5300) || var(41) >= 160 || P2Dist X < 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = P2Dist X > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Ctrl || (StateNo = [120,149])
;Trigger1 = (fvar(20) = [17,19])
;Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(fvar(20)*(EnemyNear(var(58)),Vel X)+floor(fvar(20)*Vel X))]
;Trigger1 = EnemyNear(var(58)),StateType != A
;Trigger1 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])
;Trigger2 = (fvar(20) = [17,19])
;Trigger2 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(fvar(20)*(EnemyNear(var(58)),Vel X)+floor(fvar(20)*Vel X))]
;Trigger2 = EnemyNear(var(58)),StateType != A
;Trigger2 = EnemyNear(var(58)),MoveType != H || (EnemyNear(var(58)),StateNo = [120,159])

Trigger1 = (fvar(20) = [17,19])
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40]
Trigger1 = var(41) <= 120
Trigger1 =!EnemyNear(var(58)),Ctrl
Trigger1 = EnemyNear(var(58)),StateNo >= 200
Trigger1 = EnemyNear(var(58)),AnimTime <= -17
Trigger1 = EnemyNear(var(58)),Facing != Facing && EnemyNear(var(58)),Vel X <= 0 || EnemyNear(var(58)),Facing != Facing && EnemyNear(var(58)),Vel X >= 0

;------------------------------------------------------------------------------------
;空戦 MoveType = A
;------------------------------------------------------------------------------------
;外式·奈落落とし
[State -1, 外式·奈落落とし]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = fvar(20) >= 7
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(fvar(21))+floor(7*Vel X))]
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y + ((7*EnemyNear(var(58)),Vel Y+(7*(7+1)/2)*fvar(39))-(7*Vel Y+(7*(7+1)/2)*Const(movement.yaccel))) = [-40,45]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) -7)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 7)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 7)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 7)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 7)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 7)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 7)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 7)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 7)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 7)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 7)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 7)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 7)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 7)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 7)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 7)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 7)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 7)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 7)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 7)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 7)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 7)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 7)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 7)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 7)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 7)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 7)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 7)

;ジャンプ弱パンチ Vel X = 0
[State -1, Jump Light Punch]
Type = ChangeState
Value = 600
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = !(Vel X != 0 || var(4) = 1)
TriggerAll = fvar(20) >= 6
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,45+floor(6*(fvar(21))+floor(6*Vel X))]
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y + ((6*EnemyNear(var(58)),Vel Y+(6*(6+1)/2)*fvar(39))-(6*Vel Y+(6*(6+1)/2)*Const(movement.yaccel))) = [-30,50]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 6)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 6)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 6)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 6)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 6)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 6)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 6)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 6)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 6)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 6)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 6)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 6)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 6)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 6)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 6)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 6)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 6)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 6)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 6)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 6)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 6)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 6)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 6)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 6)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 6)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 6)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 6)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 6)

;ジャンプ弱パンチ Vel X != 0
[State -1, Jump Light Punch]
Type = ChangeState
Value = 600
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Vel X != 0 || var(4) = 1
TriggerAll = fvar(20) >= 6
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(6*(fvar(21))+floor(6*Vel X))]
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y + ((6*EnemyNear(var(58)),Vel Y+(6*(6+1)/2)*fvar(39))-(6*Vel Y+(6*(6+1)/2)*Const(movement.yaccel))) = [-20,60]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 6)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 6)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 6)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 6)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 6)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 6)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 6)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 6)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 6)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 6)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 6)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 6)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 6)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 6)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 6)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 6)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 6)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 6)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 6)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 6)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 6)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 6)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 6)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 6)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 6)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 6)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 6)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 6)

;ジャンプ弱キック Vel X = 0
[State -1, Jump Light Kick]
Type = ChangeState
Value = 630
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Vel X = 0 && var(4) = 0
TriggerAll = fvar(20) >= 6
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(6*(fvar(21))+floor(6*Vel X))]
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y + ((6*EnemyNear(var(58)),Vel Y+(6*(6+1)/2)*fvar(39))-(6*Vel Y+(6*(6+1)/2)*Const(movement.yaccel))) = [-100,40]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 6)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 6)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 6)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 6)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 6)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 6)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 6)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 6)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 6)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 6)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 6)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 6)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 6)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 6)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 6)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 6)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 6)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 6)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 6)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 6)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 6)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 6)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 6)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 6)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 6)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 6)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 6)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 6)

;ジャンプ弱キック Vel X != 0
[State -1, Jump Light Kick]
Type = ChangeState
Value = 630
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Vel X != 0 || var(4) = 1
TriggerAll = fvar(20) >= 5
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,37+floor(5*(fvar(21))+floor(5*Vel X))]
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y + ((5*EnemyNear(var(58)),Vel Y+(5*(5+1)/2)*fvar(39))-(5*Vel Y+(5*(5+1)/2)*Const(movement.yaccel))) = [-15,50]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 5)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 5)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 5)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 5)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 5)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 5)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 5)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 5)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 5)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 5)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 5)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 5)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 5)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 5)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 5)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 5)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 5)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 5)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 5)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 5)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 5)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 5)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 5)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 5)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 5)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 5)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 5)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 5)

;ジャンプ強キック
[State -1, Jump Strong Kick]
Type = ChangeState
Value = 640
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = fvar(20) >= 12
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = !(Vel X != 0 || var(4) = 1)
TriggerAll = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,55+floor(12*(fvar(21))+floor(12*Vel X))]
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y + ((12*EnemyNear(var(58)),Vel Y+(12*(12+1)/2)*fvar(39))-(12*Vel Y+(12*(12+1)/2)*Const(movement.yaccel))) = [-70,30]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 12)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 12)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 12)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 12)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 12)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 12)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 12)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 12)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 12)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 12)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 12)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 12)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 12)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 12)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 12)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 12)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 12)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 12)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 12)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 12)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 12)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 12)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 12)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 12)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 12)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 12)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 12)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 12)

;ジャンプ強キック
[State -1, Jump Strong Kick]
Type = ChangeState
Value = 640
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = fvar(20) >= 8
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = Vel X != 0 || var(4) = 1
TriggerAll = P2BodyDist X = [-10-(FrontEdgeDist<=20)*10,69+floor(8*(fvar(21))+floor(8*Vel X))]
TriggerAll = EnemyNear(var(58)),Pos Y - Pos Y + ((8*EnemyNear(var(58)),Vel Y+(8*(8+1)/2)*fvar(39))-(8*Vel Y+(8*(8+1)/2)*Const(movement.yaccel))) = [-60,40]
Trigger1 = (EnemyNear(var(58)), StateNo = Helper(999), var(1)) && EnemyNear(var(58)), Time < (Helper(999), var(2) - 8)
Trigger2 = (EnemyNear(var(58)), StateNo = Helper(999), var(3)) && EnemyNear(var(58)), Time < (Helper(999), var(4) - 8)
Trigger3 = (EnemyNear(var(58)), StateNo = Helper(999), var(5)) && EnemyNear(var(58)), Time < (Helper(999), var(6) - 8)
Trigger4 = (EnemyNear(var(58)), StateNo = Helper(999), var(7)) && EnemyNear(var(58)), Time < (Helper(999), var(8) - 8)
Trigger5 = (EnemyNear(var(58)), StateNo = Helper(999), var(9)) && EnemyNear(var(58)), Time < (Helper(999), var(10) - 8)
Trigger6 = (EnemyNear(var(58)), StateNo = Helper(999), var(11)) && EnemyNear(var(58)), Time < (Helper(999), var(12) - 8)
Trigger7 = (EnemyNear(var(58)), StateNo = Helper(999), var(13)) && EnemyNear(var(58)), Time < (Helper(999), var(14) - 8)
Trigger8 = (EnemyNear(var(58)), StateNo = Helper(999), var(15)) && EnemyNear(var(58)), Time < (Helper(999), var(16) - 8)
Trigger9 = (EnemyNear(var(58)), StateNo = Helper(999), var(17)) && EnemyNear(var(58)), Time < (Helper(999), var(18) - 8)
Trigger10 = (EnemyNear(var(58)), StateNo = Helper(999), var(19)) && EnemyNear(var(58)), Time < (Helper(999), var(20) - 8)
Trigger11 = (EnemyNear(var(58)), StateNo = Helper(999), var(21)) && EnemyNear(var(58)), Time < (Helper(999), var(22) - 8)
Trigger12 = (EnemyNear(var(58)), StateNo = Helper(999), var(23)) && EnemyNear(var(58)), Time < (Helper(999), var(24) - 8)
Trigger13 = (EnemyNear(var(58)), StateNo = Helper(999), var(25)) && EnemyNear(var(58)), Time < (Helper(999), var(26) - 8)
Trigger14 = (EnemyNear(var(58)), StateNo = Helper(999), var(27)) && EnemyNear(var(58)), Time < (Helper(999), var(28) - 8)
Trigger15 = (EnemyNear(var(58)), StateNo = Helper(999), var(29)) && EnemyNear(var(58)), Time < (Helper(999), var(30) - 8)
Trigger16 = (EnemyNear(var(58)), StateNo = Helper(999), var(31)) && EnemyNear(var(58)), Time < (Helper(999), var(32) - 8)
Trigger17 = (EnemyNear(var(58)), StateNo = Helper(999), var(33)) && EnemyNear(var(58)), Time < (Helper(999), var(34) - 8)
Trigger18 = (EnemyNear(var(58)), StateNo = Helper(999), var(35)) && EnemyNear(var(58)), Time < (Helper(999), var(36) - 8)
Trigger19 = (EnemyNear(var(58)), StateNo = Helper(999), var(37)) && EnemyNear(var(58)), Time < (Helper(999), var(38) - 8)
Trigger20 = (EnemyNear(var(58)), StateNo = Helper(999), var(39)) && EnemyNear(var(58)), Time < (Helper(999), var(40) - 8)
Trigger21 = (EnemyNear(var(58)), StateNo = Helper(999), var(41)) && EnemyNear(var(58)), Time < (Helper(999), var(42) - 8)
Trigger22 = (EnemyNear(var(58)), StateNo = Helper(999), var(43)) && EnemyNear(var(58)), Time < (Helper(999), var(44) - 8)
Trigger23 = (EnemyNear(var(58)), StateNo = Helper(999), var(45)) && EnemyNear(var(58)), Time < (Helper(999), var(46) - 8)
Trigger24 = (EnemyNear(var(58)), StateNo = Helper(999), var(47)) && EnemyNear(var(58)), Time < (Helper(999), var(48) - 8)
Trigger25 = (EnemyNear(var(58)), StateNo = Helper(999), var(49)) && EnemyNear(var(58)), Time < (Helper(999), var(50) - 8)
Trigger26 = (EnemyNear(var(58)), StateNo = Helper(999), var(51)) && EnemyNear(var(58)), Time < (Helper(999), var(52) - 8)
Trigger27 = (EnemyNear(var(58)), StateNo = Helper(999), var(53)) && EnemyNear(var(58)), Time < (Helper(999), var(54) - 8)
Trigger28 = (EnemyNear(var(58)), StateNo = Helper(999), var(55)) && EnemyNear(var(58)), Time < (Helper(999), var(56) - 8)

;------------------------------------------------------------------------------------
;空戦
;------------------------------------------------------------------------------------
;外式·奈落落とし
[State -1, 外式·奈落落とし]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = fvar(20) >= 7
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,49+floor(7*(fvar(21))+floor(7*Vel X))]
Trigger1 = EnemyNear(var(58)),Pos Y - Pos Y + ((7*EnemyNear(var(58)),Vel Y+(7*(7+1)/2)*fvar(39))-(7*Vel Y+(7*(7+1)/2)*Const(movement.yaccel))) = [-45,45]
Trigger1 = EnemyNear(var(58)),StateType = A && (var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9)
Trigger1 = EnemyNear(var(58)),MoveType != H

;ジャンプ弱パンチ
[State -1, Jump Light Punch]
Type = ChangeState
Value = 600
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Vel X = 0 && var(4) = 0
TriggerAll = fvar(20) >= 6
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(6*(fvar(21))+floor(6*Vel X))]
Trigger1 = EnemyNear(var(58)),Pos Y - Pos Y + ((6*EnemyNear(var(58)),Vel Y+(6*(6+1)/2)*fvar(39))-(6*Vel Y+(6*(6+1)/2)*Const(movement.yaccel))) = [-30,50]
Trigger1 = EnemyNear(var(58)),StateType = A && (var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9)
Trigger1 = EnemyNear(var(58)),MoveType != H

;ジャンプ弱パンチ
[State -1, Jump Light Punch]
Type = ChangeState
Value = 600
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Vel X != 0 || var(4) = 1
TriggerAll = fvar(20) >= 6
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,45+floor(6*(fvar(21))+floor(6*Vel X))]
Trigger1 = EnemyNear(var(58)),Pos Y - Pos Y + ((6*EnemyNear(var(58)),Vel Y+(6*(6+1)/2)*fvar(39))-(6*Vel Y+(6*(6+1)/2)*Const(movement.yaccel))) = [-20,60]
Trigger1 = EnemyNear(var(58)),StateType = A && (var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9)
Trigger1 = EnemyNear(var(58)),MoveType != H

;ジャンプ弱キック Vel X = 0
[State -1, Jump Light Kick]
Type = ChangeState
Value = 630
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = !(Vel X != 0 || var(4) = 1)
TriggerAll = fvar(20) >= 6
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,40+floor(6*(fvar(21))+floor(6*Vel X))]
Trigger1 = EnemyNear(var(58)),Pos Y - Pos Y + ((6*EnemyNear(var(58)),Vel Y+(6*(6+1)/2)*fvar(39))-(6*Vel Y+(6*(6+1)/2)*Const(movement.yaccel))) = [-90,50]
Trigger1 = EnemyNear(var(58)),StateType = A && (var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9)
Trigger1 = EnemyNear(var(58)),MoveType != H

;ジャンプ弱キック Vel X != 0
[State -1, Jump Light Kick]
Type = ChangeState
Value = 630
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = Vel X != 0 || var(4) = 1
TriggerAll = fvar(20) >= 5
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,37+floor(5*(fvar(21))+floor(5*Vel X))]
Trigger1 = EnemyNear(var(58)),Pos Y - Pos Y + ((5*EnemyNear(var(58)),Vel Y+(5*(5+1)/2)*fvar(39))-(5*Vel Y+(5*(5+1)/2)*Const(movement.yaccel))) = [-15,50]
Trigger1 = EnemyNear(var(58)),StateType = A && (var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9)
Trigger1 = EnemyNear(var(58)),MoveType != H

;ジャンプ強キック
[State -1, Jump Strong Kick]
Type = ChangeState
Value = 640
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = fvar(20) >= 12
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = !(Vel X != 0 || var(4) = 1)
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,55+floor(12*(fvar(21))+floor(12*Vel X))]
Trigger1 = EnemyNear(var(58)),Pos Y - Pos Y + ((12*EnemyNear(var(58)),Vel Y+(12*(12+1)/2)*fvar(39))-(12*Vel Y+(12*(12+1)/2)*Const(movement.yaccel))) = [-80,20]
Trigger1 = EnemyNear(var(58)),StateType = A && (var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9)
Trigger1 = EnemyNear(var(58)),MoveType != H

;ジャンプ強キック
[State -1, Jump Strong Kick]
Type = ChangeState
Value = 640
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 600
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = fvar(20) >= 8
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = Vel X != 0 || var(4) = 1
Trigger1 = P2BodyDist X = [-10-(FrontEdgeDist<=20)*10,69+floor(8*(fvar(21))+floor(8*Vel X))]
Trigger1 = EnemyNear(var(58)),Pos Y - Pos Y + ((8*EnemyNear(var(58)),Vel Y+(8*(8+1)/2)*fvar(39))-(8*Vel Y+(8*(8+1)/2)*Const(movement.yaccel))) = [-60,40]
Trigger1 = EnemyNear(var(58)),StateType = A && (var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9)
Trigger1 = EnemyNear(var(58)),MoveType != H

;ジャンプふっとばし攻撃
[State -1, Blowback Attack Air]
Type = ChangeState
Value = 650
TriggerAll = var(59) = 1
TriggerAll =(var(57) = [1,7]) && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 600 || var(57) >= 9
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
;TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = fvar(20) >= 17
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [5-(FrontEdgeDist<=20)*10,35+floor(17*(fvar(21))+floor(17*Vel X))]
Trigger1 = EnemyNear(var(58)),Pos Y - Pos Y + ((17*EnemyNear(var(58)),Vel Y+(17*(17+1)/2)*fvar(39))-(17*Vel Y+(17*(17+1)/2)*Const(movement.yaccel))) = [-40,40]
Trigger1 = EnemyNear(var(58)),StateType = A && (var(35) >= 50-var(56)*5 || Random < var(35)*var(56) || var(56) > 9)
Trigger1 = EnemyNear(var(58)),MoveType != H

[State -1, 空中裏百八式·大蛇薙]
Type = ChangeState
Value = 3070
TriggerAll = var(59) = 1
Triggerall = Power >= 1000 || var(40) > 0
Triggerall = EnemyNear(var(58)),Life < 166 || Power >= 3000 || Random <= 50
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateNo != 105
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5041]
TriggerAll = fvar(19) >= 15
TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
TriggerAll = Vel X >= 0
Trigger1 = P2BodyDist X = [0,75 + floor(15*fvar(21))]
Trigger1 = EnemyNear(var(58)),Pos Y - Pos Y + ((15*EnemyNear(var(58)),Vel Y+(15*(15+1)/2)*fvar(39))) = [-80,40]

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;突拍子もない行動(レベル6以下限定)、無敵技ぶっぱ(レベル6限定)等
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;弱／強百式·鬼焼き
[State -1, 弱／強百式·鬼焼き]
Type = ChangeState
Value = Ifelse(Random <= 500,1110,1100)
TriggerAll = var(59) = 1
TriggerAll = var(57) = 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 5 || Helper(40000),fvar(2) >= 1 && Random <= 25
TriggerAll = Random <= 500 || (1000*Life/LifeMaX) <= 300
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll =!Enemy,NumProj && EnemyNear(var(58)),facing != facing
TriggerAll = P2BodyDist X = [-10,60]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger2 = EnemyNear(var(58)),StateType = A
Trigger2 = P2bodydist Y = [-100,40]

;前方緊急回避／後方緊急回避
[State -1, 前方緊急回避／後方緊急回避]
Type = ChangeState
Value = Ifelse(Random <= 500,700,710)
TriggerAll = var(59) = 1
TriggerAll = var(57) = 6
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= 5 || Helper(40000),fvar(2) >= 1 && Random <= 25
TriggerAll = Random <= 500 || (1000*Life/LifeMaX) <= 300
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll =!Enemy,NumProj && EnemyNear(var(58)),facing != facing
TriggerAll = P2BodyDist X = [-10,100]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = var(16) := 1
Trigger2 = EnemyNear(var(58)),StateType = A
Trigger2 = P2bodydist Y = [-100,40]
Trigger2 = var(16) := 1

;---------------------------------------------------------------------------
;挑発
[State -1, Taunt]
Type = ChangeState
Value = 160
TriggerAll = var(59) = 1
TriggerAll = var(57) = [1,5]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 50 * ((P2StateType = L || NumPartner) * 4)
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X >= 120

;強バーンナックル
[State -1, 強バーンナックル]
Type = ChangeState
Value = 1110
TriggerAll = var(59) = 1
TriggerAll = var(57) = [1,5]
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0 && Helper(40000),fvar(1) = 0
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 50
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23)) && EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [160,200]

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;移動(内部の歩行の認識をしない)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, 内部の歩行の認識をしない]
Type = AssertSpecial
Trigger1 = var(59) = 1
Trigger1 = var(57) >= 1
flag = NoWalk

;---------------------------------------------------------------------------
;ダッシュ
[State -1, RUN]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateNo != 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
;TriggerAll =!enemy,numproj && !PlayerIdExist(Helper(35000),var(23))
TriggerAll =!InGuardDist || EnemyNear(var(58)),Facing = Facing; || Helper(35000),fvar(5) = 0
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = P2BodyDist X >= 240
Trigger1 = Random <= 400
Trigger2 = P2BodyDist X = [120,240]
Trigger2 = Random <= 200
Trigger3 = P2BodyDist X = [40,120]
Trigger3 = Random <= 100
Trigger4 = P2BodyDist X > 80
Trigger4 = NumprojID(1000) >= 1

[State -1, RUN]
Type = ChangeState
Value = 100
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateNo != 100
TriggerAll = StateType != A
TriggerAll =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),Facing = Facing
Trigger1 = P2BodyDist x > 40
Trigger1 = EnemyNear(var(58)),StateNo >= 200
Trigger1 = EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),MoveType = I
Trigger1 = EnemyNear(var(58)),AnimTime < -6 || EnemyNear(var(58)),StateType = A

Trigger2 =!inguarddist
Trigger2 = P2BodyDist x >= 60
Trigger2 = EnemyNear(var(58)),StateNo = 5300

Trigger3 =!inguarddist
Trigger3 = EnemyNear(var(58)),StateType != A
Trigger3 = P2BodyDist x > 35
Trigger3 = EnemyNear(var(58)),MoveType = H && !EnemyNear(var(58)),Ctrl
Trigger3 = EnemyNear(var(58)),StateNo >= 5000
Trigger3 = (var(47) || EnemyNear(var(58)),GetHitvar(HitTime)) > 3 || EnemyNear(var(58)),StateNo = 5700

Trigger4 =!inguarddist
Trigger4 =!EnemyNear(var(58)),Ctrl
Trigger4 = EnemyNear(var(58)),MoveType != H
Trigger4 = EnemyNear(var(58)),StateNo != 5120
Trigger4 = P2BodyDist x > 60
Trigger4 = EnemyNear(var(58)),AnimTime < -6
Trigger4 = (EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),MoveType = I) && EnemyNear(var(58)),Time > -EnemyNear(var(58)),AnimTime
Trigger4 = EnemyNear(var(58)),StateNo >= 200

[State -1, 前進]
type = ChangeState
value = 21
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 0
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = StateType != A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),StateNo != [5120,5299]
triggerall = (PrevStateNo != [140,155]) || P2BodyDist X > 120
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = ctrl || stateno = 22 && Time >= 12
trigger1 =(P2BodyDist X = [20,120]) || EnemyNear(var(58)),facing = facing
trigger1 = Random <= 50
trigger2 = P2BodyDist X >= 120
trigger2 = Random <= 100
trigger3 = backedgebodydist <= 20

[State -1, 前進]
type = ChangeState
value = 21
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 0
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = StateType != A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),StateNo != [5120,5299]
triggerall = (PrevStateNo != [140,155]) || P2BodyDist X > 65
triggerall =!InGuardDist
triggerall =!enemy,numproj && !PlayerIdExist(Helper(35000),var(23))
triggerall = ctrl || stateno = 22 && Time >= 20; || (StateNo = [120,149]) || var(2) = 3
Trigger1 = EnemyNear(var(58)),StateNo = [200,4999]
Trigger1 = P2BodyDist x = [10,40]
Trigger1 = !EnemyNear(var(58)),Ctrl
Trigger1 = EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),MoveType = I

Trigger2 = EnemyNear(var(58)),Facing = Facing
Trigger2 = P2BodyDist x = [10,40]
Trigger2 = EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),MoveType = I
Trigger2 = EnemyNear(var(58)),AnimTime < -6

[State -1, 後退]
type = ChangeState
value = 22
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 0
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = StateType != A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),StateNo != [5120,5299]
triggerall = backedgebodydist > 20
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = ctrl || stateno = 21 && Time >= 12 || (stateno = [120,149])
trigger1 = P2BodyDist X = [-10,60]
trigger1 = Random <= 100
trigger2 = P2BodyDist X = [90,160]
trigger2 = Random <= 50
trigger3 =(PrevStateNo = [140,155]) && P2BodyDist X <= 120
trigger3 = Random <= 50

[State -1, 後退]
type = ChangeState
value = 22
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 0
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = StateType != A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),StateNo != [5120,5299]
triggerall = backedgebodydist > 20
triggerall =!inguarddist
triggerall =!enemy,numproj && !PlayerIdExist(Helper(35000),var(23)) 
triggerall = ctrl || stateno = 21 && Time >= 12 || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = !(EnemyNear(var(58)),MoveType = A || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 5000))
Trigger1 = !inguarddist
Trigger1 = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),StateNo = [120,159]))
Trigger1 = P2BodyDist X < 55

;ジャンプ(めくり狙い)
[State -3, Jump]
Type = ChangeState
Value = 30
TriggerAll = Var(59) = 1
TriggerAll = var(25) != -1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22])
Trigger1 = P2BodyDist X = [5,25]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType = I
Trigger1 = FrontEdgeBodyDist > 60
Trigger1 = Random <= 200 && var(57) <= 6

[State -3, 垂直小ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = var(59)
TriggerAll = var(25) != -1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = Random <= 1000/var(57)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5120]
TriggerAll =!Enemy,NumProj
TriggerAll = Ctrl || (StateNo = [20,22])
Trigger1 = P2BodyDist X = [-5,35]
Trigger1 = Random <= 200

[State -3, 前ジャンプ]
Type = ChangeState
Value = 30
TriggerAll = var(59)
TriggerAll = var(25) != -1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = Random <= 1000/var(57)
TriggerAll = StateType != A
TriggerAll =!InGuardDist
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateNo!=[5000,5120]
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Ctrl || (StateNo = [20,22])
Trigger1 = P2BodyDist X = [130,160]
Trigger1 = Random <= 50

[State -3, 前小ジャンプ]
Type = ChangeState
Value = 32
TriggerAll = var(59)
TriggerAll = var(25) != -1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = Random <= 1000/var(57)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!Enemy,NumProj 
TriggerAll = EnemyNear(var(58)),StateNo!=[5000,5120]
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Ctrl || (StateNo = [20,22])
Trigger1 = var(33) = 0 || var(33) > 0 && (var(57) < 7 || P2BodyDist X > 80)
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = Random <= 200

[State -3,前中ジャンプ]
Type = ChangeState
Value = 34
TriggerAll = var(59)
TriggerAll = var(25) != -1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = Random <= 1000/var(57)
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll =!Enemy,NumProj 
TriggerAll =!InGuardDist
TriggerAll = EnemyNear(var(58)),StateNo!=[5000,5120]
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = var(33) = 0 || var(33) > 0 && (var(57) < 7 || P2BodyDist X > 80)
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = P2BodyDist X = [40,120]
Trigger1 = Random <= 250

[State -3, 前大ジャンプ]
Type = ChangeState
Value = 36
TriggerAll = var(59)
TriggerAll = var(25) != -1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo!=[5000,5120]
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(var(58)),MoveType != H
Trigger1 = P2BodyDist X = [120,225]
Trigger1 = Random <= 1000/var(57)
Trigger1 = Random <= 250

[State -3, 後ジャンプ]
Type = ChangeState
Value = 31
TriggerAll = var(59)
TriggerAll = var(25) != -1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22])
TriggerAll =!InGuardDist
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = (EnemyNear(var(58)),MoveType != A && EnemyNear(var(58)),StateType != A)
TriggerAll = P2BodyDist X = [60,120]
Trigger1 = Random <= floor(Var(57)/2)

[State -3,後大ジャンプ]
Type = ChangeState
Value = 37
TriggerAll = var(59)
TriggerAll = var(25) != -1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!InGuardDist
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = P2BodyDist X = [60,90]
Trigger1 = Random <= floor(Var(57)/2)

;バックステップ
[State -1, Back Step]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = P2BodyDist X < 80 || FrontEdgeBodyDist < 80
TriggerAll =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
Trigger1 = EnemyNear(var(58)),StateNo = [5200,5299]
Trigger2 = EnemyNear(var(58)),StateNo = 52000

;バックステップ
[State -1]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = var(52) != [2,4]
TriggerAll = var(51) < 5
TriggerAll = var(42) >= 100 && BackEdgeBodyDist >= 20
TriggerAll = Random <= var(57) * 125
TriggerAll = Random <= 30
TriggerAll = statetype != A
;TriggerAll = BackEdgeBodyDist > 60
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X = [100,140]
Trigger1 = EnemyNear(var(58)),movetype = I
;Trigger1 = EnemyNear(var(58)),statetype != A
Trigger1 = EnemyNear(var(58)),facing != facing
Trigger1 =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))

;外式·奈落落とし(各種ステップ中)
[State -1, NARAKU]
Type = ChangeState
Value = 630
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType = A
Trigger1 = P2BodyDist X = [-20-(FrontEdgeDist<=20)*10,37+floor(5*(EnemyNear(var(58)),Vel X)+floor(5*Vel X))]
Trigger1 = StateNo = 47 && fvar(20) = [13,14]

;外式·奈落落とし(各種ステップ中)
[State -1, NARAKU]
Type = ChangeState
Value = 320
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType = A
Trigger1 = StateNo = 105 && (AnimElemTime(2) > 0 || ((EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693) && EnemyNear(var(58)),AnimTime = 0)) && fvar(38) = 0
Trigger2 = StateNo = 105 && (AnimElemTime(2) > 0 || ((EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693) && EnemyNear(var(58)),AnimTime = 0)) && fvar(38) = 1 && ((Time = [9,10]) || var(47) = 7)
Trigger2 = fvar(38):= 2 || 1
Trigger3 = StateNo = 110 && (AnimElemTime(2) > 0 || ((EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693) && EnemyNear(var(58)),AnimTime = 0)) && fvar(38) = 0
Trigger4 = StateNo = 110 && (AnimElemTime(2) > 0 || ((EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5693) && EnemyNear(var(58)),AnimTime = 0)) && fvar(38) = 1 && ((Time = [9,10]) || var(47) = 7)
Trigger4 = fvar(38):= 2 || 1
Trigger5 = StateNo = 47 && (Vel Y >= 0 || fvar(20) = 7) && (P2BodyDist X = [-28-(FrontEdgeDist<=20)*10,40+floor(7*(fvar(21))+floor(7*Vel X))])
Trigger6 = StateNo = 630 && movecontact && fvar(20) >= 7

;[State -1,バックステップ 投げ外し]
;Type = ChangeState
;Value = 105
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1
;TriggerAll = Random <= var(57) * 80 || var(56) > 9
;TriggerAll = RoundState = 2
;TriggerAll = StateType != A
;TriggerAll = BackEdgeBodyDist >= 30
;TriggerAll = EnemyNear(var(58)),Time >= 40-var(56)*5 || var(56) > 9
;TriggerAll = EnemyNear(var(58)),Facing != Facing
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [-5,60]
;Trigger1 = EnemyNear(var(58)),Vel Y >= 0
;Trigger1 = EnemyNear(var(58)),HitDefAttr = SCA,NT,ST,HT
;
;;バックステップ
;[State -1]
;Type = ChangeState
;Value = 105
;TriggerAll = var(59) = 1
;TriggerAll = RoundState = 2
;TriggerAll = StateType != A
;TriggerAll = BackEdgeBodyDist >= 40
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X < 80 || FrontedgeBodyDist < 80
;Trigger1 = EnemyNear(var(58)),StateNo = [5200,5299]
;Trigger1 =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23))
;
;;バックステップ
;[State -1]
;Type = ChangeState
;Value = 105
;TriggerAll = var(59) = 1
;TriggerAll = Random <= var(57) * 75 || var(56) > 9
;TriggerAll = RoundState = 2
;TriggerAll = StateType != A
;TriggerAll = EnemyNear(var(58)),MoveType = I
;TriggerAll = EnemyNear(var(58)),Facing != Facing
;TriggerAll =!Enemy,NumProj && !PlayerIdEXist(Helper(35000),var(23))
;TriggerAll = Ctrl || (StateNo = [120,149]) || var(2) >= 1
;Trigger1 = P2BodyDist X = [100,140]
;Trigger1 = Random < 30

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;その他
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;挑発(レベルアップ用)
[State -1, Taunt]
Type = ChangeState
Value = 160
TriggerAll = var(59) = 1
TriggerAll = (var(57) = [6,7]) || var(56) < 10
TriggerAll = RoundState = 2
TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll =!(Enemy,NumProj+EnemyNear,NumProj > 0 || PlayerIdExist(Helper(35000),var(23)))
TriggerAll =!InGuardDist && !Helper(30100+ID),InGuardDist
TriggerAll = StateNo != 160 && prevStateNo != 160
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X >= 80
Trigger1 = EnemyNear(var(58)),StateType = L
Trigger2 = P2BodyDist X >= 120
Trigger2 = EnemyNear(var(58)),StateType = A
Trigger2 = EnemyNear(var(58)),MoveType = H

;MAX発動
[State -1, MAX発動]
Type = ChangeState
Value = 750
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Power >= 1000 && var(40) = 0
TriggerAll = RoundState = 2
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = Random <= 100 && var(57) < 7 || Life > LifeMaX/2 && EnemyNear(var(58)),Life > EnemyNear(var(58)),LifeMaX/2
TriggerAll = Power >= 3000 && ((1000*Life/LifeMaX) > 250 || var(57) <= 6)
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),NumProj && !PlayerIdEXist(Helper(35000),var(23)) && !(EnemyNear(var(58)),Name = "Kyo Clone-10" && EnemyNear(var(58)),AuthorName = "David Demianoff")
TriggerAll = EnemyNear(var(58)),StateNo != [5700,5715]
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = P2BodyDist X >= 180 || P2BodyDist X >= 60 && EnemyNear(var(58)),StateType = L && !EnemyNear(var(58)),StateNo != 5120
Trigger2 = EnemyNear(var(58)),StateType = L && EnemyNear(var(58)),MoveType = H && (EnemyNear(var(58)),StateNo = [5620,5622])
Trigger3 = EnemyNear(var(58)),StateType = L && EnemyNear(var(58)),MoveType = H && (EnemyNear(var(58)),StateNo = [5610,5616])
Trigger4 = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H && (EnemyNear(var(58)),StateNo = [5630,5632])

;MAX発動
[State -1, MAX発動]
type = ChangeState
value = 750
TriggerAll = var(59) = 1
TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
TriggerAll = Power >= 1000 && var(40) = 0
TriggerAll = RoundState = 2
TriggerAll = Random <= (200 + (var(57) * 100))
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1
Trigger1 = power >= 2000
Trigger1 = (1000*Life/LifeMax) <= 300
Trigger1 = P2BodyDist X >= 180 || EnemyNear(var(58)),StateType = L && !EnemyNear(var(58)),StateNo != 5120
Trigger1 = Random <= 100

;Counter-Mode
;[State -1, Counter-Mode]
;Type = ChangeState
;Value = 760
;TriggerAll = var(59) = 1
;TriggerAll = var(57) >= 1 && (var(57) < 4 && Random <= (200 + (var(57) * 200)) || var(57) >= 4)
;TriggerAll = var(30) = 0
;TriggerAll = var(31) = 0
;TriggerAll = var(33) = 0
;TriggerAll = RoundState = 2
;TriggerAll = Random <= (200 + (var(57) * 100))
;TriggerAll = Random <= 100 && var(57) < 7 || Life > LifeMaX/2 && EnemyNear(var(58)),Life > EnemyNear(var(58)),LifeMaX/2
;TriggerAll = Power >= 3000 && ((1000*Life/LifeMaX) > 250 || var(57) <= 6)
;TriggerAll = StateType != A
;TriggerAll =!EnemyNear(var(58)),NumProj && !(EnemyNear(var(58)),Name = "Kyo Clone-10" && EnemyNear(var(58)),AuthorName = "David Demianoff")
;TriggerAll = EnemyNear(var(58)),StateNo != 5700 && (EnemyNear(var(58)),StateNo != [5710,5715]) && (EnemyNear(var(58)),StateNo != [9107,9109])
;TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || var(2) >= 1 || var(2) >= 1
;Trigger1 = P2BodyDist X >= 180 || P2BodyDist X >= 60 && EnemyNear(var(58)),StateType = L && EnemyNear(var(58)),StateNo != 5120
;Trigger2 = EnemyNear(var(58)),StateType = L && EnemyNear(var(58)),MoveType = H && (EnemyNear(var(58)),StateNo = [5620,5622])
;Trigger3 = EnemyNear(var(58)),StateType = L && EnemyNear(var(58)),MoveType = H && (EnemyNear(var(58)),StateNo = [5610,5616])
;Trigger4 = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H && (EnemyNear(var(58)),StateNo = [5630,5632])

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; RoundState = 3
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, ダウン回避]
Type = ChangeState
Value = 5200
TriggerAll = var(59)
TriggerAll = RoundState = 3
TriggerAll = Alive
TriggerAll = Vel Y > -1
TriggerAll = Pos Y >= -20
Trigger1 = StateNo = 5050

[State -1, 起き上がり]
Type = ChangeState
Value = 5120
TriggerAll = var(59)
TriggerAll = RoundState = 3
TriggerAll = StateType != A
Trigger1 = Alive
Trigger1 = Time > 0
Trigger1 = StateNo = 5110

;=============================================================================
;最終決戦奥義·零式/千弐百七拾五式·薙鎌
[State -1, 最終決戦奥義·零式/千弐百七拾五式·薙鎌]
Type = ChangeState
Value = Ifelse(Random%2=0,4100,4300)
TriggerAll = var(59)
TriggerAll = NumEnemy != 2
TriggerAll = (1000*Life/LifeMax) <= 300 && (var(40) > 0 && Power >= 1000 || Power >= 4000)
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
;TriggerAll = MoveHit
Trigger1 = Var(1) = 3
Ignorehitpause = 1

;=============================================================================
;千九百九拾九式·霧焔
[State -1, 千九百九拾九式·霧焔]
Type = ChangeState
Value = 3800
TriggerAll = var(59)
TriggerAll = NumEnemy != 2
TriggerAll = var(40) > 0 || Power = [2000,3000)
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
;TriggerAll = MoveHit
Trigger1 = Var(1) = 3
Ignorehitpause = 1

;=============================================================================
;MAX裏百八式·大蛇薙/裏九拾九式·白矢
[State -1, MAX裏百八式·大蛇薙/裏九拾九式·白矢]
Type = ChangeState
Value = Ifelse(Random%2=0,3120,3050)
TriggerAll = var(59)
TriggerAll = NumEnemy != 2
TriggerAll = var(40) > 0 && Power >= 1000 || Power >= 4000
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
;TriggerAll = MoveHit
Trigger1 = Var(1) = 3
Ignorehitpause = 1

;バックステップ
[State -1, Back Step]
Type = ChangeState
Value = 105
TriggerAll = var(59)
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [100,102])
Trigger1 = FrontedgeBodyDist <= 40

;前転
[State -1, FRoll]
Type = ChangeState
Value = 700
TriggerAll = var(59)
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-15,70]
TriggerAll = Ctrl || (StateNo = [100,102])
Trigger1 = BackEdgeBodyDist <= 50
Trigger1 = var(16) := 1

;ダッシュ
[State -1, RUN]
Type = ChangeState
Value = 102
TriggerAll = var(59)
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = Ctrl
Trigger1 = StateNo != [100,102]
Trigger1 = BackEdgeBodyDist <= 40
Trigger1 = EnemyNear(var(58)),StateNo != [5100,5150]

[State -1, 前大ジャンプ]
Type = ChangeState
Value = 36
TriggerAll = var(59)
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [100,102])
Trigger1 = BackEdgeBodyDist <= 30
Trigger1 = EnemyNear(var(58)),StateNo = [5100,5150]

[State -1, Tanut]
Type = ChangeState
Value = 160
TriggerAll = var(59)
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = Ctrl
Trigger1 = StateNo != 160 && prevStateNo != 160
Trigger1 = Life > P2Life
Trigger1 = EnemyNear(var(58)),StateNo = [5100,5150]
Trigger1 = BackEdgeBodyDist > 60

;この下、一行以上空ける事。